b=815643 Refactor DelayNodeEngine delay processing into a shareable class r=ehsan

--HG--
extra : rebase_source : e25ff3e490c2cbce5ed7cdf9419ccc2850ea16e5
This commit is contained in:
Karl Tomlinson 2013-08-09 10:07:49 +12:00
Родитель 705047473b
Коммит bfa9fc4aa2
4 изменённых файлов: 228 добавлений и 128 удалений

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@ -10,6 +10,7 @@
#include "AudioNodeStream.h"
#include "AudioDestinationNode.h"
#include "WebAudioUtils.h"
#include "DelayProcessor.h"
namespace mozilla {
namespace dom {
@ -27,16 +28,18 @@ class DelayNodeEngine : public AudioNodeEngine
{
typedef PlayingRefChangeHandler<DelayNode> PlayingRefChanged;
public:
DelayNodeEngine(AudioNode* aNode, AudioDestinationNode* aDestination)
DelayNodeEngine(AudioNode* aNode, AudioDestinationNode* aDestination,
int aMaxDelayFrames)
: AudioNodeEngine(aNode)
, mSource(nullptr)
, mDestination(static_cast<AudioNodeStream*> (aDestination->Stream()))
// Keep the default value in sync with the default value in DelayNode::DelayNode.
, mDelay(0.f)
, mMaxDelay(0.)
, mWriteIndex(0)
// Use a smoothing range of 20ms
, mProcessor(aMaxDelayFrames,
WebAudioUtils::ComputeSmoothingRate(0.02,
mDestination->SampleRate()))
, mLeftOverData(INT32_MIN)
, mCurrentDelayTime(0.)
{
}
@ -47,7 +50,6 @@ public:
enum Parameters {
DELAY,
MAX_DELAY
};
void SetTimelineParameter(uint32_t aIndex,
const AudioParamTimeline& aValue,
@ -63,37 +65,6 @@ public:
NS_ERROR("Bad DelayNodeEngine TimelineParameter");
}
}
void SetDoubleParameter(uint32_t aIndex, double aValue) MOZ_OVERRIDE
{
switch (aIndex) {
case MAX_DELAY: mMaxDelay = aValue; break;
default:
NS_ERROR("Bad DelayNodeEngine DoubleParameter");
}
}
bool EnsureBuffer(uint32_t aNumberOfChannels, TrackRate aSampleRate)
{
if (aNumberOfChannels == 0) {
return false;
}
if (mBuffer.Length() == 0) {
if (!mBuffer.SetLength(aNumberOfChannels)) {
return false;
}
const int32_t numFrames = ceil(mMaxDelay * aSampleRate);
for (uint32_t channel = 0; channel < aNumberOfChannels; ++channel) {
if (!mBuffer[channel].SetLength(numFrames)) {
return false;
}
memset(mBuffer[channel].Elements(), 0, numFrames * sizeof(float));
}
} else if (mBuffer.Length() != aNumberOfChannels) {
// TODO: Handle changes in the channel count
return false;
}
return true;
}
virtual void ProduceAudioBlock(AudioNodeStream* aStream,
const AudioChunk& aInput,
@ -101,17 +72,17 @@ public:
bool* aFinished)
{
MOZ_ASSERT(mSource == aStream, "Invalid source stream");
MOZ_ASSERT(aStream->SampleRate() == mDestination->SampleRate());
const bool firstTime = !!!mBuffer.Length();
const uint32_t numChannels = aInput.IsNull() ?
mBuffer.Length() :
mProcessor.BufferChannelCount() :
aInput.mChannelData.Length();
bool playedBackAllLeftOvers = false;
if (!mBuffer.IsEmpty() &&
if (mProcessor.BufferChannelCount() &&
mLeftOverData == INT32_MIN &&
aStream->AllInputsFinished()) {
mLeftOverData = static_cast<int32_t>(mCurrentDelayTime * aStream->SampleRate()) - WEBAUDIO_BLOCK_SIZE;
mLeftOverData = mProcessor.CurrentDelayFrames() - WEBAUDIO_BLOCK_SIZE;
if (mLeftOverData > 0) {
nsRefPtr<PlayingRefChanged> refchanged =
@ -133,113 +104,55 @@ public:
}
}
if (!EnsureBuffer(numChannels, aStream->SampleRate())) {
aOutput->SetNull(0);
return;
}
AllocateAudioBlock(numChannels, aOutput);
double delayTime = 0;
double computedDelay[WEBAUDIO_BLOCK_SIZE];
// Use a smoothing range of 20ms
const double smoothingRate = WebAudioUtils::ComputeSmoothingRate(0.02, aStream->SampleRate());
if (mDelay.HasSimpleValue()) {
delayTime = std::max(0.0, std::min(mMaxDelay, double(mDelay.GetValue())));
if (firstTime) {
// Initialize this only the first time to make sure that mCurrentDelayTime
// has a valid value when we try to change the delay time further below.
mCurrentDelayTime = delayTime;
AudioChunk input = aInput;
if (!aInput.IsNull() && aInput.mVolume != 1.0f) {
// Pre-multiply the input's volume
AllocateAudioBlock(numChannels, &input);
for (uint32_t i = 0; i < numChannels; ++i) {
const float* src = static_cast<const float*>(aInput.mChannelData[i]);
float* dest = static_cast<float*>(const_cast<void*>(input.mChannelData[i]));
AudioBlockCopyChannelWithScale(src, aInput.mVolume, dest);
}
}
const float* const* inputChannels = input.IsNull() ? nullptr :
reinterpret_cast<const float* const*>(input.mChannelData.Elements());
float* const* outputChannels = reinterpret_cast<float* const*>
(const_cast<void* const*>(aOutput->mChannelData.Elements()));
double sampleRate = aStream->SampleRate();
if (mDelay.HasSimpleValue()) {
double delayFrames = mDelay.GetValue() * sampleRate;
mProcessor.Process(delayFrames, inputChannels, outputChannels,
numChannels, WEBAUDIO_BLOCK_SIZE);
} else {
// Compute the delay values for the duration of the input AudioChunk
double computedDelay[WEBAUDIO_BLOCK_SIZE];
TrackTicks tick = aStream->GetCurrentPosition();
for (size_t counter = 0; counter < WEBAUDIO_BLOCK_SIZE; ++counter) {
computedDelay[counter] = std::max(0.0, std::min(mMaxDelay,
double(mDelay.GetValueAtTime(tick, counter))));
computedDelay[counter] =
mDelay.GetValueAtTime(tick, counter) * sampleRate;
}
mProcessor.Process(computedDelay, inputChannels, outputChannels,
numChannels, WEBAUDIO_BLOCK_SIZE);
}
for (uint32_t channel = 0; channel < numChannels; ++channel) {
double currentDelayTime = mCurrentDelayTime;
uint32_t writeIndex = mWriteIndex;
float* buffer = mBuffer[channel].Elements();
const uint32_t bufferLength = mBuffer[channel].Length();
const float* input = static_cast<const float*>(aInput.mChannelData.SafeElementAt(channel));
float* output = static_cast<float*>(const_cast<void*>(aOutput->mChannelData[channel]));
for (uint32_t i = 0; i < WEBAUDIO_BLOCK_SIZE; ++i) {
if (mDelay.HasSimpleValue()) {
// If the simple value has changed, smoothly approach it
currentDelayTime += (delayTime - currentDelayTime) * smoothingRate;
} else {
currentDelayTime = computedDelay[i];
}
// Write the input sample to the correct location in our buffer
if (input) {
buffer[writeIndex] = input[i] * aInput.mVolume;
}
// Now, determine the correct read position. We adjust the read position to be
// from currentDelayTime seconds in the past. We also interpolate the two input
// frames in case the read position does not match an integer index.
double readPosition = writeIndex + bufferLength -
(currentDelayTime * aStream->SampleRate());
if (readPosition >= bufferLength) {
readPosition -= bufferLength;
}
MOZ_ASSERT(readPosition >= 0.0, "Why are we reading before the beginning of the buffer?");
// Here is a the reason why readIndex1 and readIndex will never be out
// of bounds. The maximum value for bufferLength is 180 * 48000 (see
// AudioContext::CreateDelay). The maximum value for mCurrentDelay is
// 180.0, so initially readPosition cannot be more than bufferLength +
// a fraction less than 1. Then we take care of that case by
// subtracting bufferLength from it if needed. So, if
// |bufferLength-readPosition<1.0|, readIndex1 will end up being zero.
// If |1.0<=bufferLength-readPosition<2.0|, readIndex1 will be
// bufferLength-1 and readIndex2 will be 0.
int readIndex1 = int(readPosition);
int readIndex2 = (readIndex1 + 1) % bufferLength;
double interpolationFactor = readPosition - readIndex1;
output[i] = (1.0 - interpolationFactor) * buffer[readIndex1] +
interpolationFactor * buffer[readIndex2];
writeIndex = (writeIndex + 1) % bufferLength;
}
// Remember currentDelayTime and writeIndex for the next ProduceAudioBlock
// call when processing the last channel.
if (channel == numChannels - 1) {
mCurrentDelayTime = currentDelayTime;
mWriteIndex = writeIndex;
}
}
if (playedBackAllLeftOvers) {
// Delete our buffered data once we no longer need it
mBuffer.Clear();
mProcessor.Reset();
}
}
AudioNodeStream* mSource;
AudioNodeStream* mDestination;
AudioParamTimeline mDelay;
// Maximum delay time in seconds
double mMaxDelay;
// Circular buffer for capturing delayed samples.
AutoFallibleTArray<FallibleTArray<float>, 2> mBuffer;
// Write index for the buffer, to write the frames to the correct index of the buffer
// given the current delay.
uint32_t mWriteIndex;
DelayProcessor mProcessor;
// How much data we have in our buffer which needs to be flushed out when our inputs
// finish.
int32_t mLeftOverData;
// Current delay time, in seconds
double mCurrentDelayTime;
};
DelayNode::DelayNode(AudioContext* aContext, double aMaxDelay)
@ -251,11 +164,11 @@ DelayNode::DelayNode(AudioContext* aContext, double aMaxDelay)
, mDelay(new AudioParam(MOZ_THIS_IN_INITIALIZER_LIST(),
SendDelayToStream, 0.0f))
{
DelayNodeEngine* engine = new DelayNodeEngine(this, aContext->Destination());
DelayNodeEngine* engine =
new DelayNodeEngine(this, aContext->Destination(),
ceil(aContext->SampleRate() * aMaxDelay));
mStream = aContext->Graph()->CreateAudioNodeStream(engine, MediaStreamGraph::INTERNAL_STREAM);
engine->SetSourceStream(static_cast<AudioNodeStream*> (mStream.get()));
AudioNodeStream* ns = static_cast<AudioNodeStream*>(mStream.get());
ns->SetDoubleParameter(DelayNodeEngine::MAX_DELAY, aMaxDelay);
}
JSObject*

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@ -0,0 +1,126 @@
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "DelayProcessor.h"
#include "mozilla/PodOperations.h"
#include "AudioSegment.h"
namespace mozilla {
void
DelayProcessor::Process(const double *aPerFrameDelays,
const float* const* aInputChannels,
float* const* aOutputChannels,
int aChannelCount, int aFramesToProcess)
{
if (!EnsureBuffer(aChannelCount)) {
for (int channel = 0; channel < aChannelCount; ++channel) {
PodZero(aOutputChannels[channel], aFramesToProcess);
}
return;
}
for (int channel = 0; channel < aChannelCount; ++channel) {
double currentDelayFrames = mCurrentDelay;
int writeIndex = mWriteIndex;
float* buffer = mBuffer[channel].Elements();
const uint32_t bufferLength = mBuffer[channel].Length();
const float* input = aInputChannels ? aInputChannels[channel] : nullptr;
float* output = aOutputChannels[channel];
for (int i = 0; i < aFramesToProcess; ++i) {
currentDelayFrames = clamped(aPerFrameDelays[i],
0.0, static_cast<double>(mMaxDelayFrames));
// Write the input sample to the correct location in our buffer
if (input) {
buffer[writeIndex] = input[i];
}
// Now, determine the correct read position. We adjust the read position to be
// from currentDelayFrames frames in the past. We also interpolate the two input
// frames in case the read position does not match an integer index.
double readPosition = writeIndex + bufferLength - currentDelayFrames;
if (readPosition >= bufferLength) {
readPosition -= bufferLength;
}
MOZ_ASSERT(readPosition >= 0.0, "Why are we reading before the beginning of the buffer?");
// Here is a the reason why readIndex1 and readIndex will never be out
// of bounds. The maximum value for bufferLength is 180 * 48000 (see
// AudioContext::CreateDelay). The maximum value for mCurrentDelay is
// 180.0, so initially readPosition cannot be more than bufferLength +
// a fraction less than 1. Then we take care of that case by
// subtracting bufferLength from it if needed. So, if
// |bufferLength-readPosition<1.0|, readIndex1 will end up being zero.
// If |1.0<=bufferLength-readPosition<2.0|, readIndex1 will be
// bufferLength-1 and readIndex2 will be 0.
int readIndex1 = int(readPosition);
int readIndex2 = (readIndex1 + 1) % bufferLength;
double interpolationFactor = readPosition - readIndex1;
output[i] = (1.0 - interpolationFactor) * buffer[readIndex1] +
interpolationFactor * buffer[readIndex2];
writeIndex = (writeIndex + 1) % bufferLength;
}
// Remember currentDelayFrames and writeIndex for the next ProduceAudioBlock
// call when processing the last channel.
if (channel == aChannelCount - 1) {
mCurrentDelay = currentDelayFrames;
mWriteIndex = writeIndex;
}
}
}
void
DelayProcessor::Process(double aDelayFrames, const float* const* aInputChannels,
float* const* aOutputChannels, int aChannelCount,
int aFramesToProcess)
{
const bool firstTime = !mBuffer.Length();
double currentDelay = firstTime ? aDelayFrames : mCurrentDelay;
nsAutoTArray<double, WEBAUDIO_BLOCK_SIZE> computedDelay;
computedDelay.SetLength(aFramesToProcess);
for (int i = 0; i < aFramesToProcess; ++i) {
// If the value has changed, smoothly approach it
currentDelay += (aDelayFrames - currentDelay) * mSmoothingRate;
computedDelay[i] = currentDelay;
}
Process(computedDelay.Elements(), aInputChannels, aOutputChannels,
aChannelCount, aFramesToProcess);
}
bool
DelayProcessor::EnsureBuffer(uint32_t aNumberOfChannels)
{
if (aNumberOfChannels == 0) {
return false;
}
if (mBuffer.Length() == 0) {
if (!mBuffer.SetLength(aNumberOfChannels)) {
return false;
}
const int numFrames = mMaxDelayFrames;
for (uint32_t channel = 0; channel < aNumberOfChannels; ++channel) {
if (!mBuffer[channel].SetLength(numFrames)) {
return false;
}
PodZero(mBuffer[channel].Elements(), numFrames);
}
} else if (mBuffer.Length() != aNumberOfChannels) {
// TODO: Handle changes in the channel count
return false;
}
return true;
}
} // mozilla

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@ -0,0 +1,60 @@
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef DelayProcessor_h_
#define DelayProcessor_h_
#include "nsTArray.h"
namespace mozilla {
class DelayProcessor {
public:
// See WebAudioUtils::ComputeSmoothingRate() for frame to frame exponential
// |smoothingRate| multiplier.
DelayProcessor(int aMaxDelayFrames, double aSmoothingRate)
: mSmoothingRate(aSmoothingRate)
, mCurrentDelay(0.)
, mMaxDelayFrames(aMaxDelayFrames)
, mWriteIndex(0)
{
}
// Process with an array of delays, in frames, for each frame.
void Process(const double *aPerFrameDelays,
const float* const* aInputChannels,
float* const* aOutputChannels,
int aChannelCount, int aFramesToProcess);
// Process with a constant delay, which will be smoothed with the previous
// delay.
void Process(double aDelayFrames, const float* const* aInputChannels,
float* const* aOutputChannels, int aChannelCount,
int aFramesToProcess);
void Reset() { mBuffer.Clear(); };
double CurrentDelayFrames() const { return mCurrentDelay; }
int BufferChannelCount() const { return mBuffer.Length(); }
private:
bool EnsureBuffer(uint32_t aNumberOfChannels);
// Circular buffer for capturing delayed samples.
AutoFallibleTArray<FallibleTArray<float>, 2> mBuffer;
double mSmoothingRate;
// Current delay, in fractional frames
double mCurrentDelay;
// Maximum delay, in frames
int mMaxDelayFrames;
// Write index for the buffer, to write the frames to the correct index of the buffer
// given the current delay.
int mWriteIndex;
};
} // mozilla
#endif // DelayProcessor_h_

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@ -64,6 +64,7 @@ CPP_SOURCES += [
'ChannelSplitterNode.cpp',
'ConvolverNode.cpp',
'DelayNode.cpp',
'DelayProcessor.cpp',
'DynamicsCompressorNode.cpp',
'EnableWebAudioCheck.cpp',
'FFTBlock.cpp',