feat: added full support in USB (local) & ethernet (local or remote) of audio for Icom

This commit is contained in:
2026-07-09 11:30:06 +02:00
parent 1f5e5759cc
commit 521f8266cf
14 changed files with 882 additions and 22 deletions
+149
View File
@@ -5,6 +5,7 @@ package audio
import (
"fmt"
"runtime"
"sync"
"time"
"unsafe"
@@ -269,3 +270,151 @@ func playPCM(deviceID string, pcm []byte, rate, ch, bits int, stop <-chan struct
time.Sleep(10 * time.Millisecond)
}
}
// pcmRing is a thread-safe, latency-bounded FIFO of PCM bytes feeding a live
// render stream. Producers (a USB-codec capture, or a decoded network audio
// stream) Push freshly-arrived samples; the render loop Pulls. It is the shared
// hand-off point between "where the audio comes from" (USB device / UDP 50003)
// and "where it's heard" (any WASAPI output) — so the transport can be swapped
// without touching the render side, mirroring the civTransport split on the CAT
// side. On overflow the oldest audio is dropped to keep latency bounded; on
// underrun Pull simply returns short and the render loop pads with silence.
type pcmRing struct {
mu sync.Mutex
buf []byte
max int // hard cap in bytes (drops oldest beyond this → bounded latency)
}
// newPCMRing makes a ring whose backlog is capped at maxBytes. Size it from the
// acceptable latency: bytesPerSec (=32000) worth ≈ 1 s.
func newPCMRing(maxBytes int) *pcmRing {
if maxBytes <= 0 {
maxBytes = bytesPerSec // 1 s default
}
return &pcmRing{max: maxBytes}
}
// Push appends samples, dropping the oldest audio if the backlog would exceed
// the cap (a slow/absent consumer never makes the producer block or grow without
// bound). A short glitch beats runaway latency for live monitoring.
func (r *pcmRing) Push(p []byte) {
if len(p) == 0 {
return
}
r.mu.Lock()
r.buf = append(r.buf, p...)
if len(r.buf) > r.max {
drop := len(r.buf) - r.max
r.buf = append(r.buf[:0], r.buf[drop:]...)
}
r.mu.Unlock()
}
// pull removes and returns up to maxBytes of queued PCM (a private copy), or nil
// when empty. The render loop pads any shortfall with silence.
func (r *pcmRing) pull(maxBytes int) []byte {
r.mu.Lock()
defer r.mu.Unlock()
if len(r.buf) == 0 || maxBytes <= 0 {
return nil
}
n := maxBytes
if n > len(r.buf) {
n = len(r.buf)
}
out := make([]byte, n)
copy(out, r.buf[:n])
r.buf = append(r.buf[:0], r.buf[n:]...)
return out
}
// renderStream continuously renders PCM pulled from src to a device until stop
// closes — the streaming counterpart to playPCM's fixed buffer. On underrun it
// writes silence rather than glitching, keeping the WASAPI clock steady so live
// monitor audio flows smoothly even when the source stalls briefly. Runs on a
// COM-initialised, OS-locked thread.
func renderStream(deviceID string, rate, ch, bits int, stop <-chan struct{}, src *pcmRing) error {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
if err := coInit(); err != nil {
return fmt.Errorf("CoInitialize: %w", err)
}
defer ole.CoUninitialize()
dev, err := openDevice(wca.ERender, deviceID)
if err != nil {
return err
}
defer dev.Release()
var ac *wca.IAudioClient
if err := dev.Activate(wca.IID_IAudioClient, wca.CLSCTX_ALL, nil, &ac); err != nil {
return fmt.Errorf("activate render: %w", err)
}
defer ac.Release()
frameBytes := ch * bits / 8
if frameBytes <= 0 {
return fmt.Errorf("bad audio format")
}
wfx := &wca.WAVEFORMATEX{
WFormatTag: 1, NChannels: uint16(ch), NSamplesPerSec: uint32(rate),
NAvgBytesPerSec: uint32(rate * frameBytes), NBlockAlign: uint16(frameBytes),
WBitsPerSample: uint16(bits), CbSize: 0,
}
if err := ac.Initialize(wca.AUDCLNT_SHAREMODE_SHARED, autoConvert,
wca.REFERENCE_TIME(bufferDuration100ns), 0, wfx, nil); err != nil {
return fmt.Errorf("initialize render: %w", err)
}
var bufFrames uint32
if err := ac.GetBufferSize(&bufFrames); err != nil {
return err
}
var arc *wca.IAudioRenderClient
if err := ac.GetService(wca.IID_IAudioRenderClient, &arc); err != nil {
return fmt.Errorf("get render service: %w", err)
}
defer arc.Release()
// feed fills up to `frames` render frames: as much real audio as the ring
// has, the remainder silence (so the buffer stays full and the clock steady).
feed := func(frames int) error {
if frames <= 0 {
return nil
}
var data *byte
if err := arc.GetBuffer(uint32(frames), &data); err != nil {
return err
}
dst := unsafe.Slice(data, frames*frameBytes)
got := src.pull(frames * frameBytes)
n := copy(dst, got)
for i := n; i < len(dst); i++ {
dst[i] = 0 // silence-fill the shortfall
}
arc.ReleaseBuffer(uint32(frames), 0)
return nil
}
if err := feed(int(bufFrames)); err != nil { // pre-fill to avoid a start glitch
return err
}
if err := ac.Start(); err != nil {
return fmt.Errorf("start render: %w", err)
}
defer ac.Stop()
for {
select {
case <-stop:
return nil
default:
}
var padding uint32
ac.GetCurrentPadding(&padding)
if err := feed(int(bufFrames - padding)); err != nil {
return err
}
time.Sleep(8 * time.Millisecond)
}
}