Add support for sound backends & some miniaudio changes (#4978)
Miniaudio now runs everything in a separate audio thread - this uses boost::asio's io_context. Our miniaudio implementation is now also much simplified - it does not use its own resource manager or device. This might end up being stupid if sounds don't work after changing output device or locking or w/e I've made the sound controller into an interface, meaning we can support multiple sound backends in Chatterino. I've added a Null sound backend that disables all sound. A QMediaPlayer or QSoundEffect or Qt backend could be added. Miniaudio might idle & disable the device now too, not sure I've added some unrelated changes in the form of a new setting type, and a new setting page helper function for it, which will hopefully make adding new enum settings easier in the future. This setting stores its value as a string instead of an int, and uses magic_enum to convert between that string value and its enum value.
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#pragma once
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#include "controllers/sound/ISoundController.hpp"
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#include "util/ThreadGuard.hpp"
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#include <boost/asio.hpp>
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#include <QByteArray>
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#include <QString>
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#include <QUrl>
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#include <memory>
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#include <vector>
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struct ma_engine;
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struct ma_device;
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struct ma_resource_manager;
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struct ma_context;
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struct ma_sound;
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struct ma_decoder;
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namespace chatterino {
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/**
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* @brief Handles sound loading & playback
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**/
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class MiniaudioBackend : public ISoundController
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{
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void initialize(Settings &settings, Paths &paths) override;
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public:
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MiniaudioBackend();
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~MiniaudioBackend() override;
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// Play a sound from the given url
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// If the url points to something that isn't a local file, it will play
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// the default sound initialized in the initialize method
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void play(const QUrl &sound) final;
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private:
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// Used for selecting & initializing an appropriate sound backend
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std::unique_ptr<ma_context> context;
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// The engine is a high-level API for playing sounds from paths in a simple & efficient-enough manner
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std::unique_ptr<ma_engine> engine;
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// Stores the data of our default ping sounds
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QByteArray defaultPingData;
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// Stores N decoders for simultaneous default ping playback.
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// We can't use the engine API for this as this requires direct access to a custom data_source
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std::vector<std::unique_ptr<ma_decoder>> defaultPingDecoders;
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// Stores N sounds for simultaneous default ping playback
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// We can't use the engine API for this as this requires direct access to a custom data_source
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std::vector<std::unique_ptr<ma_sound>> defaultPingSounds;
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// Thread guard for the play method
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// Ensures play is only ever called from the same thread
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ThreadGuard tgPlay;
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std::chrono::system_clock::time_point lastSoundPlay;
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boost::asio::io_context ioContext{1};
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boost::asio::executor_work_guard<boost::asio::io_context::executor_type>
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workGuard;
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std::unique_ptr<std::thread> audioThread;
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boost::asio::steady_timer sleepTimer;
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bool initialized{false};
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friend class Application;
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};
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} // namespace chatterino
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