]> git.sesse.net Git - nageru/blob - mixer.cpp
Move the allocators into CaptureCard.
[nageru] / mixer.cpp
1 #define WIDTH 1280
2 #define HEIGHT 720
3
4 #undef Success
5
6 #include "mixer.h"
7
8 #include <assert.h>
9 #include <effect.h>
10 #include <effect_chain.h>
11 #include <effect_util.h>
12 #include <epoxy/egl.h>
13 #include <features.h>
14 #include <image_format.h>
15 #include <init.h>
16 #include <overlay_effect.h>
17 #include <padding_effect.h>
18 #include <resample_effect.h>
19 #include <resource_pool.h>
20 #include <saturation_effect.h>
21 #include <stdint.h>
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <sys/time.h>
25 #include <time.h>
26 #include <util.h>
27 #include <white_balance_effect.h>
28 #include <ycbcr.h>
29 #include <ycbcr_input.h>
30 #include <cmath>
31 #include <condition_variable>
32 #include <cstddef>
33 #include <memory>
34 #include <mutex>
35 #include <string>
36 #include <thread>
37 #include <vector>
38
39 #include "bmusb.h"
40 #include "context.h"
41 #include "h264encode.h"
42 #include "pbo_frame_allocator.h"
43 #include "ref_counted_gl_sync.h"
44
45 class QOpenGLContext;
46
47 using namespace movit;
48 using namespace std;
49 using namespace std::placeholders;
50
51 Mixer *global_mixer = nullptr;
52
53 Mixer::Mixer(QSurface *surface1, QSurface *surface2, QSurface *surface3, QSurface *surface4)
54         : surface1(surface1), surface2(surface2), surface3(surface3), surface4(surface4)
55 {
56         CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
57         check_error();
58
59         chain.reset(new EffectChain(WIDTH, HEIGHT));
60         check_error();
61
62         ImageFormat inout_format;
63         inout_format.color_space = COLORSPACE_sRGB;
64         inout_format.gamma_curve = GAMMA_sRGB;
65
66         YCbCrFormat ycbcr_format;
67         ycbcr_format.chroma_subsampling_x = 2;
68         ycbcr_format.chroma_subsampling_y = 1;
69         ycbcr_format.cb_x_position = 0.0;
70         ycbcr_format.cr_x_position = 0.0;
71         ycbcr_format.cb_y_position = 0.5;
72         ycbcr_format.cr_y_position = 0.5;
73         ycbcr_format.luma_coefficients = YCBCR_REC_601;
74         ycbcr_format.full_range = false;
75
76         input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
77         chain->add_input(input[0]);
78         input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
79         chain->add_input(input[1]);
80         resample_effect = chain->add_effect(new ResampleEffect(), input[0]);
81         padding_effect = chain->add_effect(new IntegralPaddingEffect());
82         float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
83         CHECK(padding_effect->set_vec4("border_color", border_color));
84
85         resample2_effect = chain->add_effect(new ResampleEffect(), input[1]);
86         Effect *saturation_effect = chain->add_effect(new SaturationEffect());
87         CHECK(saturation_effect->set_float("saturation", 0.3f));
88         Effect *wb_effect = chain->add_effect(new WhiteBalanceEffect());
89         CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
90         padding2_effect = chain->add_effect(new IntegralPaddingEffect());
91
92         chain->add_effect(new OverlayEffect(), padding_effect, padding2_effect);
93
94         ycbcr_format.chroma_subsampling_x = 1;
95
96         chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
97         chain->add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
98         chain->set_dither_bits(8);
99         chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
100         chain->finalize();
101
102         h264_encoder.reset(new H264Encoder(surface2, WIDTH, HEIGHT, "test.mp4"));
103
104         printf("Configuring first card...\n");
105         cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b);  // 0xbd4f
106         cards[0].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 0, _1, _2, _3, _4, _5, _6, _7));
107         cards[0].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
108         cards[0].usb->set_video_frame_allocator(cards[0].frame_allocator.get());
109         cards[0].usb->configure_card();
110
111         if (NUM_CARDS == 2) {
112                 printf("Configuring second card...\n");
113                 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
114                 cards[1].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 1, _1, _2, _3, _4, _5, _6, _7));
115                 cards[1].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
116                 cards[1].usb->set_video_frame_allocator(cards[1].frame_allocator.get());
117                 cards[1].usb->configure_card();
118         }
119
120         BMUSBCapture::start_bm_thread();
121
122         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
123                 cards[card_index].usb->start_bm_capture();
124         }
125
126         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
127                 bmusb_current_rendering_frame[card_index] =
128                         cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
129                 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
130                 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
131                 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
132         }
133
134         //chain->enable_phase_timing(true);
135
136         // Set up stuff for NV12 conversion.
137         resource_pool = chain->get_resource_pool();
138
139         // Cb/Cr shader.
140         string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
141         string cbcr_frag_shader =
142                 "#version 130 \n"
143                 "in vec2 tc0; \n"
144                 "uniform sampler2D cbcr_tex; \n"
145                 "void main() { \n"
146                 "    gl_FragColor = texture2D(cbcr_tex, tc0); \n"
147                 "} \n";
148         cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
149 }
150
151 Mixer::~Mixer()
152 {
153         resource_pool->release_glsl_program(cbcr_program_num);
154         BMUSBCapture::stop_bm_thread();
155 }
156
157 void Mixer::bm_frame(int card_index, uint16_t timecode,
158                      FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
159                      FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
160 {
161         CaptureCard *card = &cards[card_index];
162         if (!card->thread_initialized) {
163                 printf("initializing context for bmusb thread %d\n", card_index);
164                 eglBindAPI(EGL_OPENGL_API);
165                 card->context = create_context();
166                 if (!make_current(card->context, card->surface)) {
167                         printf("failed to create bmusb context\n");
168                         exit(1);
169                 }
170                 card->thread_initialized = true;
171         }       
172
173         if (video_frame.len - video_offset != 1280 * 750 * 2) {
174                 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
175                 FILE *fp = fopen("frame.raw", "wb");
176                 fwrite(video_frame.data, video_frame.len, 1, fp);
177                 fclose(fp);
178                 //exit(1);
179                 card->usb->get_video_frame_allocator()->release_frame(video_frame);
180                 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
181                 return;
182         }
183         {
184                 // Wait until the previous frame was consumed.
185                 std::unique_lock<std::mutex> lock(bmusb_mutex);
186                 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
187         }
188         GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
189         check_error();
190         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
191         check_error();
192         glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
193         check_error();
194         //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
195         //check_error();
196         GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);              
197         check_error();
198         assert(fence != nullptr);
199         {
200                 std::unique_lock<std::mutex> lock(bmusb_mutex);
201                 card->new_data_ready = true;
202                 card->new_frame = video_frame;
203                 card->new_data_ready_fence = fence;
204                 card->new_data_ready_changed.notify_all();
205         }
206
207         // Video frame will be released later.
208         card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
209 }
210         
211 void Mixer::place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
212 {
213         float srcx0 = 0.0f;
214         float srcx1 = 1.0f;
215         float srcy0 = 0.0f;
216         float srcy1 = 1.0f;
217
218         // Cull.
219         if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
220                 CHECK(resample_effect->set_int("width", 1));
221                 CHECK(resample_effect->set_int("height", 1));
222                 CHECK(resample_effect->set_float("zoom_x", 1280.0));
223                 CHECK(resample_effect->set_float("zoom_y", 720.0));
224                 CHECK(padding_effect->set_int("left", 2000));
225                 CHECK(padding_effect->set_int("top", 2000));
226                 return; 
227         }
228
229         // Clip. (TODO: Clip on upper/left sides, too.)
230         if (x1 > 1280.0) {
231                 srcx1 = (1280.0 - x0) / (x1 - x0);
232                 x1 = 1280.0;
233         }
234         if (y1 > 720.0) {
235                 srcy1 = (720.0 - y0) / (y1 - y0);
236                 y1 = 720.0;
237         }
238
239         float x_subpixel_offset = x0 - floor(x0);
240         float y_subpixel_offset = y0 - floor(y0);
241
242         // Resampling must be to an integral number of pixels. Round up,
243         // and then add an extra pixel so we have some leeway for the border.
244         int width = int(ceil(x1 - x0)) + 1;
245         int height = int(ceil(y1 - y0)) + 1;
246         CHECK(resample_effect->set_int("width", width));
247         CHECK(resample_effect->set_int("height", height));
248
249         // Correct the discrepancy with zoom. (This will leave a small
250         // excess edge of pixels and subpixels, which we'll correct for soon.)
251         float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
252         float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
253         CHECK(resample_effect->set_float("zoom_x", zoom_x));
254         CHECK(resample_effect->set_float("zoom_y", zoom_y));
255         CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
256         CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
257
258         // Padding must also be to a whole-pixel offset.
259         CHECK(padding_effect->set_int("left", floor(x0)));
260         CHECK(padding_effect->set_int("top", floor(y0)));
261
262         // Correct _that_ discrepancy by subpixel offset in the resampling.
263         CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
264         CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
265
266         // Finally, adjust the border so it is exactly where we want it.
267         CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
268         CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
269         CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
270         CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
271 }
272         
273 void Mixer::thread_func()
274 {
275         cards[0].surface = surface3;
276 #if NUM_CARDS == 2
277         cards[1].surface = surface4;
278 #endif
279
280         eglBindAPI(EGL_OPENGL_API);
281         QOpenGLContext *context = create_context();
282         if (!make_current(context, surface1)) {
283                 printf("oops\n");
284                 exit(1);
285         }
286
287         struct timespec start, now;
288         clock_gettime(CLOCK_MONOTONIC, &start);
289
290         GLuint vao;
291         glGenVertexArrays(1, &vao);
292         check_error();
293
294         while (!should_quit) {
295                 ++frame;
296
297                 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
298                 int width0 = 848;
299                 int height0 = lrintf(width0 * 9.0 / 16.0);
300
301                 //float top0 = 96 + 48 * sin(frame * 0.005);
302                 //float left0 = 96 + 48 * cos(frame * 0.006);
303                 float top0 = 48;
304                 float left0 = 16;
305                 float bottom0 = top0 + height0;
306                 float right0 = left0 + width0;
307
308                 int width1 = 384;
309                 int height1 = 216;
310         
311                 float bottom1 = 720 - 48;
312                 float right1 = 1280 - 16;
313                 float top1 = bottom1 - height1;
314                 float left1 = right1 - width1;
315         
316                 if (current_source == SOURCE_INPUT1) {
317                         top0 = 0.0;
318                         bottom0 = HEIGHT;
319                         left0 = 0.0;
320                         right0 = WIDTH;
321
322                         top1 = HEIGHT + 10;
323                         bottom1 = HEIGHT + 20;
324                         left1 = WIDTH + 10;
325                         right1 = WIDTH + 20;
326                 } else if (current_source == SOURCE_INPUT2) {
327                         top1 = 0.0;
328                         bottom1 = HEIGHT;
329                         left1 = 0.0;
330                         right1 = WIDTH;
331
332                         top0 = HEIGHT + 10;
333                         bottom0 = HEIGHT + 20;
334                         left0 = WIDTH + 10;
335                         right0 = WIDTH + 20;
336                 } else {
337                         float t = 0.5 + 0.5 * cos(frame * 0.006);
338                         float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
339                         float tx0 = 0.0 + t * (-16.0 * scale0);
340                         float ty0 = 0.0 + t * (-48.0 * scale0);
341
342                         top0 = top0 * scale0 + ty0;
343                         bottom0 = bottom0 * scale0 + ty0;
344                         left0 = left0 * scale0 + tx0;
345                         right0 = right0 * scale0 + tx0;
346
347                         top1 = top1 * scale0 + ty0;
348                         bottom1 = bottom1 * scale0 + ty0;
349                         left1 = left1 * scale0 + tx0;
350                         right1 = right1 * scale0 + tx0;
351                 }
352
353                 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
354                 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
355
356                 CaptureCard card_copy[NUM_CARDS];
357
358                 {
359                         std::unique_lock<std::mutex> lock(bmusb_mutex);
360
361                         // The first card is the master timer, so wait for it to have a new frame.
362                         // TODO: Make configurable, and with a timeout.
363                         cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
364
365                         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
366                                 CaptureCard *card = &cards[card_index];
367                                 card_copy[card_index].usb = card->usb;
368                                 card_copy[card_index].new_data_ready = card->new_data_ready;
369                                 card_copy[card_index].new_frame = card->new_frame;
370                                 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
371                                 card->new_data_ready = false;
372                                 card->new_data_ready_changed.notify_all();
373                         }
374                 }
375
376                 vector<FrameAllocator::Frame> input_frames_to_release;
377         
378                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
379                         CaptureCard *card = &card_copy[card_index];
380                         if (!card->new_data_ready)
381                                 continue;
382
383                         // Now we're done with the previous frame, so we can definitely
384                         // release it when this is done rendering. (Actually, we could do
385                         // it one frame earlier, but before we have a new one, there's no
386                         // knowing when the current one is released.)
387                         input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
388                         bmusb_current_rendering_frame[card_index] = card->new_frame;
389                         check_error();
390
391                         // The new texture might still be uploaded,
392                         // tell the GPU to wait until it's there.
393                         if (card->new_data_ready_fence)
394                                 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
395                         check_error();
396                         glDeleteSync(card->new_data_ready_fence);
397                         check_error();
398                         GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
399                         input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
400                         input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
401
402                         if (NUM_CARDS == 1) {
403                                 // Set to the other one, too.
404                                 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
405                                 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
406                         }
407                 }
408
409                 GLuint y_tex, cbcr_tex;
410                 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
411                 assert(got_frame);
412
413                 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
414
415                 // Render chain.
416                 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
417                 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex, rgba_tex);
418                 chain->render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
419                 resource_pool->release_fbo(ycbcr_fbo);
420
421                 // Set up for extraction.
422                 float vertices[] = {
423                         0.0f, 2.0f,
424                         0.0f, 0.0f,
425                         2.0f, 0.0f
426                 };
427
428                 glBindVertexArray(vao);
429                 check_error();
430
431                 // Extract Cb/Cr.
432                 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
433                 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
434                 glViewport(0, 0, WIDTH/2, HEIGHT/2);
435                 check_error();
436
437                 glUseProgram(cbcr_program_num);
438                 check_error();
439
440                 glActiveTexture(GL_TEXTURE0);
441                 check_error();
442                 glBindTexture(GL_TEXTURE_2D, chroma_tex);
443                 check_error();
444                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
445                 check_error();
446                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
447                 check_error();
448                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
449                 check_error();
450
451                 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
452                 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
453
454                 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
455                 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
456
457                 glDrawArrays(GL_TRIANGLES, 0, 3);
458                 check_error();
459
460                 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
461                 check_error();
462
463                 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
464                 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
465
466                 glUseProgram(0);
467                 check_error();
468
469                 resource_pool->release_fbo(cbcr_fbo);
470                 resource_pool->release_2d_texture(chroma_tex);
471
472                 h264_encoder->end_frame(fence, input_frames_to_release);
473
474                 // Store this frame for display. Remove the ready frame if any
475                 // (it was seemingly never used).
476                 {
477                         std::unique_lock<std::mutex> lock(display_frame_mutex);
478                         if (has_ready_display_frame) {
479                                 resource_pool->release_2d_texture(ready_display_frame.texnum);
480                                 ready_display_frame.ready_fence.reset();
481                         }
482                         ready_display_frame.texnum = rgba_tex;
483                         ready_display_frame.ready_fence = fence;
484                         has_ready_display_frame = true;
485                 }
486
487                 if (has_new_frame_ready_callback) {
488                         new_frame_ready_callback();
489                 }
490
491                 clock_gettime(CLOCK_MONOTONIC, &now);
492                 double elapsed = now.tv_sec - start.tv_sec +
493                         1e-9 * (now.tv_nsec - start.tv_nsec);
494                 if (frame % 100 == 0) {
495                         printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
496                                 frame, elapsed, frame / elapsed,
497                                 1e3 * elapsed / frame);
498                 //      chain->print_phase_timing();
499                 }
500
501                 // Reset every 100 frames, so that local variations in frame times
502                 // (especially for the first few frames, when the shaders are
503                 // compiled etc.) don't make it hard to measure for the entire
504                 // remaining duration of the program.
505                 if (frame == 10000) {
506                         frame = 0;
507                         start = now;
508                 }
509                 check_error();
510         }
511         glDeleteVertexArrays(1, &vao);
512 }
513
514 bool Mixer::get_display_frame(DisplayFrame *frame)
515 {
516         std::unique_lock<std::mutex> lock(display_frame_mutex);
517         if (!has_current_display_frame && !has_ready_display_frame) {
518                 return false;
519         }
520
521         if (has_current_display_frame && has_ready_display_frame) {
522                 // We have a new ready frame. Toss the current one.
523                 resource_pool->release_2d_texture(current_display_frame.texnum);
524                 current_display_frame.ready_fence.reset();
525                 has_current_display_frame = false;
526         }
527         if (has_ready_display_frame) {
528                 assert(!has_current_display_frame);
529                 current_display_frame = ready_display_frame;
530                 ready_display_frame.ready_fence.reset();  // Drop the refcount.
531                 has_current_display_frame = true;
532                 has_ready_display_frame = false;
533         }
534
535         *frame = current_display_frame;
536         return true;
537 }
538
539 void Mixer::set_frame_ready_fallback(new_frame_ready_callback_t callback)
540 {
541         new_frame_ready_callback = callback;
542         has_new_frame_ready_callback = true;
543 }
544
545 void Mixer::start()
546 {
547         mixer_thread = std::thread(&Mixer::thread_func, this);
548 }
549
550 void Mixer::quit()
551 {
552         should_quit = true;
553         mixer_thread.join();
554 }
555
556 void Mixer::cut(Source source)
557 {
558         current_source = source;
559 }