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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
#include <cstring>
#include <iomanip>
#include <iostream>
#include <iterator>
const sf::Uint8 serverAudioData = 1;
const sf::Uint8 serverEndOfStream = 2;
////////////////////////////////////////////////////////////
/// Customized sound stream for acquiring audio data
/// from the network
////////////////////////////////////////////////////////////
class NetworkAudioStream : public sf::SoundStream
{
public:
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
NetworkAudioStream() :
m_offset (0),
m_hasFinished(false)
{
// Set the sound parameters
initialize(1, 44100);
}
////////////////////////////////////////////////////////////
/// Run the server, stream audio data from the client
///
////////////////////////////////////////////////////////////
void start(unsigned short port)
{
if (!m_hasFinished)
{
// Listen to the given port for incoming connections
if (m_listener.listen(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
if (m_listener.accept(m_client) != sf::Socket::Done)
return;
std::cout << "Client connected: " << m_client.getRemoteAddress() << std::endl;
// Start playback
play();
// Start receiving audio data
receiveLoop();
}
else
{
// Start playback
play();
}
}
private:
////////////////////////////////////////////////////////////
/// /see SoundStream::OnGetData
///
////////////////////////////////////////////////////////////
virtual bool onGetData(sf::SoundStream::Chunk& data)
{
// We have reached the end of the buffer and all audio data have been played: we can stop playback
if ((m_offset >= m_samples.size()) && m_hasFinished)
return false;
// No new data has arrived since last update: wait until we get some
while ((m_offset >= m_samples.size()) && !m_hasFinished)
sf::sleep(sf::milliseconds(10));
// Copy samples into a local buffer to avoid synchronization problems
// (don't forget that we run in two separate threads)
{
sf::Lock lock(m_mutex);
m_tempBuffer.assign(m_samples.begin() + static_cast<std::vector<sf::Int16>::difference_type>(m_offset), m_samples.end());
}
// Fill audio data to pass to the stream
data.samples = &m_tempBuffer[0];
data.sampleCount = m_tempBuffer.size();
// Update the playing offset
m_offset += m_tempBuffer.size();
return true;
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
virtual void onSeek(sf::Time timeOffset)
{
m_offset = static_cast<std::size_t>(timeOffset.asMilliseconds()) * getSampleRate() * getChannelCount() / 1000;
}
////////////////////////////////////////////////////////////
/// Get audio data from the client until playback is stopped
///
////////////////////////////////////////////////////////////
void receiveLoop()
{
while (!m_hasFinished)
{
// Get waiting audio data from the network
sf::Packet packet;
if (m_client.receive(packet) != sf::Socket::Done)
break;
// Extract the message ID
sf::Uint8 id;
packet >> id;
if (id == serverAudioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
std::size_t sampleCount = (packet.getDataSize() - 1) / sizeof(sf::Int16);
// Don't forget that the other thread can access the sample array at any time
// (so we protect any operation on it with the mutex)
{
sf::Lock lock(m_mutex);
std::size_t oldSize = m_samples.size();
m_samples.resize(oldSize + sampleCount);
std::memcpy(&(m_samples[oldSize]), static_cast<const char*>(packet.getData()) + 1, sampleCount * sizeof(sf::Int16));
}
}
else if (id == serverEndOfStream)
{
// End of stream reached: we stop receiving audio data
std::cout << "Audio data has been 100% received!" << std::endl;
m_hasFinished = true;
}
else
{
// Something's wrong...
std::cout << "Invalid packet received..." << std::endl;
m_hasFinished = true;
}
}
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::TcpListener m_listener;
sf::TcpSocket m_client;
sf::Mutex m_mutex;
std::vector<sf::Int16> m_samples;
std::vector<sf::Int16> m_tempBuffer;
std::size_t m_offset;
bool m_hasFinished;
};
////////////////////////////////////////////////////////////
/// Launch a server and wait for incoming audio data from
/// a connected client
///
////////////////////////////////////////////////////////////
void doServer(unsigned short port)
{
// Build an audio stream to play sound data as it is received through the network
NetworkAudioStream audioStream;
audioStream.start(port);
// Loop until the sound playback is finished
while (audioStream.getStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::sleep(sf::milliseconds(100));
}
std::cin.ignore(10000, '\n');
// Wait until the user presses 'enter' key
std::cout << "Press enter to replay the sound..." << std::endl;
std::cin.ignore(10000, '\n');
// Replay the sound (just to make sure replaying the received data is OK)
audioStream.play();
// Loop until the sound playback is finished
while (audioStream.getStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::sleep(sf::milliseconds(100));
}
}
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