Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)
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ff5b69d312
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200 changed files with 4302 additions and 4320 deletions
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@ -30,37 +30,37 @@ public :
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m_hasFinished(false)
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{
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// Set the sound parameters
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Initialize(1, 44100);
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initialize(1, 44100);
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}
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////////////////////////////////////////////////////////////
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/// Run the server, stream audio data from the client
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///
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////////////////////////////////////////////////////////////
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void Start(unsigned short port)
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void start(unsigned short port)
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{
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if (!m_hasFinished)
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{
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// Listen to the given port for incoming connections
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if (m_listener.Listen(port) != sf::Socket::Done)
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if (m_listener.listen(port) != sf::Socket::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
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// Wait for a connection
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if (m_listener.Accept(m_client) != sf::Socket::Done)
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if (m_listener.accept(m_client) != sf::Socket::Done)
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return;
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std::cout << "Client connected: " << m_client.GetRemoteAddress() << std::endl;
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std::cout << "Client connected: " << m_client.getRemoteAddress() << std::endl;
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// Start playback
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Play();
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play();
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// Start receiving audio data
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ReceiveLoop();
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receiveLoop();
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}
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else
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{
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// Start playback
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Play();
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play();
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}
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}
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@ -70,7 +70,7 @@ private :
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/// /see SoundStream::OnGetData
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///
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////////////////////////////////////////////////////////////
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virtual bool OnGetData(sf::SoundStream::Chunk& data)
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virtual bool onGetData(sf::SoundStream::Chunk& data)
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{
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// We have reached the end of the buffer and all audio data have been played : we can stop playback
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if ((m_offset >= m_samples.size()) && m_hasFinished)
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@ -78,7 +78,7 @@ private :
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// No new data has arrived since last update : wait until we get some
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while ((m_offset >= m_samples.size()) && !m_hasFinished)
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sf::Sleep(sf::Milliseconds(10));
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sf::sleep(sf::milliseconds(10));
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// Copy samples into a local buffer to avoid synchronization problems
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// (don't forget that we run in two separate threads)
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@ -88,8 +88,8 @@ private :
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}
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// Fill audio data to pass to the stream
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data.Samples = &m_tempBuffer[0];
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data.SampleCount = m_tempBuffer.size();
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data.samples = &m_tempBuffer[0];
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data.sampleCount = m_tempBuffer.size();
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// Update the playing offset
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m_offset += m_tempBuffer.size();
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@ -101,22 +101,22 @@ private :
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/// /see SoundStream::OnSeek
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///
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////////////////////////////////////////////////////////////
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virtual void OnSeek(sf::Time timeOffset)
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virtual void onSeek(sf::Time timeOffset)
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{
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m_offset = timeOffset.AsMilliseconds() * GetSampleRate() * GetChannelCount() / 1000;
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m_offset = timeOffset.asMilliseconds() * getSampleRate() * getChannelCount() / 1000;
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}
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////////////////////////////////////////////////////////////
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/// Get audio data from the client until playback is stopped
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///
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////////////////////////////////////////////////////////////
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void ReceiveLoop()
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void receiveLoop()
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{
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while (!m_hasFinished)
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{
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// Get waiting audio data from the network
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sf::Packet packet;
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if (m_client.Receive(packet) != sf::Socket::Done)
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if (m_client.receive(packet) != sf::Socket::Done)
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break;
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// Extract the message ID
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@ -126,8 +126,8 @@ private :
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if (id == audioData)
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{
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// Extract audio samples from the packet, and append it to our samples buffer
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const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
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std::size_t sampleCount = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
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const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.getData() + 1);
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std::size_t sampleCount = (packet.getDataSize() - 1) / sizeof(sf::Int16);
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// Don't forget that the other thread can access the sample array at any time
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// (so we protect any operation on it with the mutex)
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@ -169,17 +169,17 @@ private :
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/// a connected client
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///
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////////////////////////////////////////////////////////////
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void DoServer(unsigned short port)
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void doServer(unsigned short port)
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{
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// Build an audio stream to play sound data as it is received through the network
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NetworkAudioStream audioStream;
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audioStream.Start(port);
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audioStream.start(port);
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// Loop until the sound playback is finished
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while (audioStream.GetStatus() != sf::SoundStream::Stopped)
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while (audioStream.getStatus() != sf::SoundStream::Stopped)
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{
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// Leave some CPU time for other threads
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sf::Sleep(sf::Milliseconds(100));
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sf::sleep(sf::milliseconds(100));
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}
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std::cin.ignore(10000, '\n');
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@ -189,12 +189,12 @@ void DoServer(unsigned short port)
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std::cin.ignore(10000, '\n');
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// Replay the sound (just to make sure replaying the received data is OK)
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audioStream.Play();
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audioStream.play();
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// Loop until the sound playback is finished
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while (audioStream.GetStatus() != sf::SoundStream::Stopped)
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while (audioStream.getStatus() != sf::SoundStream::Stopped)
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{
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// Leave some CPU time for other threads
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sf::Sleep(sf::Milliseconds(100));
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sf::sleep(sf::milliseconds(100));
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}
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}
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