зеркало из https://github.com/mozilla/gecko-dev.git
472 строки
16 KiB
C++
472 строки
16 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "DynamicResampler.h"
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namespace mozilla {
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DynamicResampler::DynamicResampler(uint32_t aInRate, uint32_t aOutRate,
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uint32_t aPreBufferFrames)
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: mInRate(aInRate), mPreBufferFrames(aPreBufferFrames), mOutRate(aOutRate) {
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MOZ_ASSERT(aInRate);
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MOZ_ASSERT(aOutRate);
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UpdateResampler(mOutRate, STEREO);
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}
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DynamicResampler::~DynamicResampler() {
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if (mResampler) {
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speex_resampler_destroy(mResampler);
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}
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}
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void DynamicResampler::SetSampleFormat(AudioSampleFormat aFormat) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_SILENCE);
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MOZ_ASSERT(aFormat == AUDIO_FORMAT_S16 || aFormat == AUDIO_FORMAT_FLOAT32);
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mSampleFormat = aFormat;
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for (AudioRingBuffer& b : mInternalInBuffer) {
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b.SetSampleFormat(mSampleFormat);
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}
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if (mPreBufferFrames) {
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AppendInputSilence(mPreBufferFrames);
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}
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}
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bool DynamicResampler::Resample(float* aOutBuffer, uint32_t* aOutFrames,
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uint32_t aChannelIndex) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_FLOAT32);
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return ResampleInternal(aOutBuffer, aOutFrames, aChannelIndex);
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}
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bool DynamicResampler::Resample(int16_t* aOutBuffer, uint32_t* aOutFrames,
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uint32_t aChannelIndex) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16);
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return ResampleInternal(aOutBuffer, aOutFrames, aChannelIndex);
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}
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void DynamicResampler::ResampleInternal(const float* aInBuffer,
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uint32_t* aInFrames, float* aOutBuffer,
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uint32_t* aOutFrames,
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uint32_t aChannelIndex) {
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MOZ_ASSERT(mResampler);
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MOZ_ASSERT(mChannels);
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MOZ_ASSERT(mInRate);
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MOZ_ASSERT(mOutRate);
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MOZ_ASSERT(aInBuffer);
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MOZ_ASSERT(aInFrames);
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MOZ_ASSERT(*aInFrames > 0);
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MOZ_ASSERT(aOutBuffer);
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MOZ_ASSERT(aOutFrames);
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MOZ_ASSERT(*aOutFrames > 0);
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MOZ_ASSERT(aChannelIndex <= mChannels);
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#ifdef DEBUG
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int rv =
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#endif
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speex_resampler_process_float(mResampler, aChannelIndex, aInBuffer,
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aInFrames, aOutBuffer, aOutFrames);
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MOZ_ASSERT(rv == RESAMPLER_ERR_SUCCESS);
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}
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void DynamicResampler::ResampleInternal(const int16_t* aInBuffer,
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uint32_t* aInFrames,
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int16_t* aOutBuffer,
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uint32_t* aOutFrames,
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uint32_t aChannelIndex) {
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MOZ_ASSERT(mResampler);
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MOZ_ASSERT(mChannels);
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MOZ_ASSERT(mInRate);
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MOZ_ASSERT(mOutRate);
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MOZ_ASSERT(aInBuffer);
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MOZ_ASSERT(aInFrames);
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MOZ_ASSERT(*aInFrames > 0);
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MOZ_ASSERT(aOutBuffer);
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MOZ_ASSERT(aOutFrames);
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MOZ_ASSERT(*aOutFrames > 0);
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MOZ_ASSERT(aChannelIndex <= mChannels);
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#ifdef DEBUG
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int rv =
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#endif
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speex_resampler_process_int(mResampler, aChannelIndex, aInBuffer,
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aInFrames, aOutBuffer, aOutFrames);
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MOZ_ASSERT(rv == RESAMPLER_ERR_SUCCESS);
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}
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void DynamicResampler::UpdateResampler(uint32_t aOutRate, uint32_t aChannels) {
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MOZ_ASSERT(aOutRate);
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MOZ_ASSERT(aChannels);
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if (mChannels != aChannels) {
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mResampler = speex_resampler_init(aChannels, mInRate, aOutRate,
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SPEEX_RESAMPLER_QUALITY_MIN, nullptr);
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MOZ_ASSERT(mResampler);
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mChannels = aChannels;
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mOutRate = aOutRate;
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// Between mono and stereo changes, keep always allocated 2 channels to
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// avoid reallocations in the most common case.
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if ((mChannels == STEREO || mChannels == 1) &&
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mInternalInBuffer.Length() == STEREO) {
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// Don't worry if format is not set it will write silence then.
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if ((mSampleFormat == AUDIO_FORMAT_S16 ||
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mSampleFormat == AUDIO_FORMAT_FLOAT32) &&
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mChannels == STEREO) {
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// The mono channel is always up to date. When we are going from mono
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// to stereo upmix the mono to stereo channel
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uint32_t bufferedDuration = mInternalInBuffer[0].AvailableRead();
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mInternalInBuffer[1].Clear();
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if (bufferedDuration) {
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mInternalInBuffer[1].Write(mInternalInBuffer[0], bufferedDuration);
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}
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}
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// Maintain stereo size
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mInputTail.SetLength(STEREO);
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WarmUpResampler(false);
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return;
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}
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// upmix or downmix, for now just clear but it has to be updated
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// because allocates and this is executed in audio thread.
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mInternalInBuffer.Clear();
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for (uint32_t i = 0; i < mChannels; ++i) {
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// Pre-allocate something big, twice the pre-buffer, or at least 100ms.
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AudioRingBuffer* b = mInternalInBuffer.AppendElement(
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sizeof(float) * std::max(2 * mPreBufferFrames, mInRate / 10));
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if (mSampleFormat != AUDIO_FORMAT_SILENCE) {
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// In ctor this update is not needed
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b->SetSampleFormat(mSampleFormat);
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}
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}
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mInputTail.SetLength(mChannels);
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return;
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}
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if (mOutRate != aOutRate) {
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// If the rates was the same the resampler was not being used so warm up.
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if (mOutRate == mInRate) {
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WarmUpResampler(true);
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}
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#ifdef DEBUG
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int rv =
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#endif
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speex_resampler_set_rate(mResampler, mInRate, aOutRate);
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MOZ_ASSERT(rv == RESAMPLER_ERR_SUCCESS);
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mOutRate = aOutRate;
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}
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}
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void DynamicResampler::WarmUpResampler(bool aSkipLatency) {
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MOZ_ASSERT(mInputTail.Length());
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for (uint32_t i = 0; i < mChannels; ++i) {
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if (!mInputTail[i].Length()) {
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continue;
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}
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uint32_t inFrames = mInputTail[i].Length();
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uint32_t outFrames = 5 * TailBuffer::MAXSIZE; // something big
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if (mSampleFormat == AUDIO_FORMAT_S16) {
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short outBuffer[5 * TailBuffer::MAXSIZE] = {};
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ResampleInternal(mInputTail[i].Buffer<short>(), &inFrames, outBuffer,
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&outFrames, i);
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MOZ_ASSERT(inFrames == (uint32_t)mInputTail[i].Length());
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} else {
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float outBuffer[100] = {};
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ResampleInternal(mInputTail[i].Buffer<float>(), &inFrames, outBuffer,
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&outFrames, i);
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MOZ_ASSERT(inFrames == (uint32_t)mInputTail[i].Length());
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}
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}
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if (aSkipLatency) {
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int inputLatency = speex_resampler_get_input_latency(mResampler);
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MOZ_ASSERT(inputLatency > 0);
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uint32_t ratioNum, ratioDen;
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speex_resampler_get_ratio(mResampler, &ratioNum, &ratioDen);
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// Ratio at this point is one so only skip the input latency. No special
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// calculations are needed.
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speex_resampler_set_skip_frac_num(mResampler, inputLatency * ratioDen);
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}
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}
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void DynamicResampler::AppendInput(const nsTArray<const float*>& aInBuffer,
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uint32_t aInFrames) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_FLOAT32);
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AppendInputInternal(aInBuffer, aInFrames);
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}
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void DynamicResampler::AppendInput(const nsTArray<const int16_t*>& aInBuffer,
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uint32_t aInFrames) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16);
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AppendInputInternal(aInBuffer, aInFrames);
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}
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bool DynamicResampler::EnoughInFrames(uint32_t aOutFrames,
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uint32_t aChannelIndex) const {
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if (mInRate == mOutRate) {
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return InFramesBuffered(aChannelIndex) >= aOutFrames;
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}
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if (!(mOutRate % mInRate) && !(aOutFrames % mOutRate / mInRate)) {
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return InFramesBuffered(aChannelIndex) >= aOutFrames / (mOutRate / mInRate);
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}
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if (!(mInRate % mOutRate) && !(aOutFrames % mOutRate / mInRate)) {
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return InFramesBuffered(aChannelIndex) >= aOutFrames * mInRate / mOutRate;
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}
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return InFramesBuffered(aChannelIndex) > aOutFrames * mInRate / mOutRate;
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}
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bool DynamicResampler::CanResample(uint32_t aOutFrames) const {
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for (uint32_t i = 0; i < mChannels; ++i) {
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if (!EnoughInFrames(aOutFrames, i)) {
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return false;
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}
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}
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return true;
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}
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void DynamicResampler::AppendInputSilence(const uint32_t aInFrames) {
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MOZ_ASSERT(aInFrames);
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MOZ_ASSERT(mChannels);
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MOZ_ASSERT(mInternalInBuffer.Length() >= (uint32_t)mChannels);
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for (uint32_t i = 0; i < mChannels; ++i) {
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mInternalInBuffer[i].WriteSilence(aInFrames);
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}
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}
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uint32_t DynamicResampler::InFramesBuffered(uint32_t aChannelIndex) const {
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MOZ_ASSERT(mChannels);
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MOZ_ASSERT(aChannelIndex <= mChannels);
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MOZ_ASSERT(aChannelIndex <= mInternalInBuffer.Length());
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return mInternalInBuffer[aChannelIndex].AvailableRead();
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}
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uint32_t DynamicResampler::InFramesLeftToBuffer(uint32_t aChannelIndex) const {
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MOZ_ASSERT(mChannels);
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MOZ_ASSERT(aChannelIndex <= mChannels);
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MOZ_ASSERT(aChannelIndex <= mInternalInBuffer.Length());
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return mInternalInBuffer[aChannelIndex].AvailableWrite();
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}
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AudioChunkList::AudioChunkList(uint32_t aTotalDuration, uint32_t aChannels) {
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uint32_t numOfChunks = aTotalDuration / mChunkCapacity;
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if (aTotalDuration % mChunkCapacity) {
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++numOfChunks;
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}
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CreateChunks(numOfChunks, aChannels);
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}
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void AudioChunkList::CreateChunks(uint32_t aNumOfChunks, uint32_t aChannels) {
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MOZ_ASSERT(!mChunks.Length());
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MOZ_ASSERT(aNumOfChunks);
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MOZ_ASSERT(aChannels);
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mChunks.AppendElements(aNumOfChunks);
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for (AudioChunk& chunk : mChunks) {
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AutoTArray<nsTArray<float>, STEREO> buffer;
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buffer.AppendElements(aChannels);
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AutoTArray<const float*, STEREO> bufferPtrs;
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bufferPtrs.AppendElements(aChannels);
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for (uint32_t i = 0; i < aChannels; ++i) {
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float* ptr = buffer[i].AppendElements(mChunkCapacity);
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bufferPtrs[i] = ptr;
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}
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chunk.mBuffer = new mozilla::SharedChannelArrayBuffer(std::move(buffer));
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chunk.mChannelData.AppendElements(aChannels);
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for (uint32_t i = 0; i < aChannels; ++i) {
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chunk.mChannelData[i] = bufferPtrs[i];
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}
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}
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}
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void AudioChunkList::UpdateToMonoOrStereo(uint32_t aChannels) {
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MOZ_ASSERT(mChunks.Length());
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16 ||
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mSampleFormat == AUDIO_FORMAT_FLOAT32);
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MOZ_ASSERT(aChannels == 1 || aChannels == 2);
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for (AudioChunk& chunk : mChunks) {
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MOZ_ASSERT(chunk.ChannelCount() != (uint32_t)aChannels);
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MOZ_ASSERT(chunk.ChannelCount() == 1 || chunk.ChannelCount() == 2);
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chunk.mChannelData.SetLengthAndRetainStorage(aChannels);
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if (mSampleFormat == AUDIO_FORMAT_S16) {
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SharedChannelArrayBuffer<short>* channelArray =
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static_cast<SharedChannelArrayBuffer<short>*>(chunk.mBuffer.get());
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channelArray->mBuffers.SetLengthAndRetainStorage(aChannels);
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if (aChannels == 2) {
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// This an indirect allocation, unfortunately.
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channelArray->mBuffers[1].SetLength(mChunkCapacity);
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chunk.mChannelData[1] = channelArray->mBuffers[1].Elements();
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}
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} else {
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SharedChannelArrayBuffer<float>* channelArray =
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static_cast<SharedChannelArrayBuffer<float>*>(chunk.mBuffer.get());
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channelArray->mBuffers.SetLengthAndRetainStorage(aChannels);
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if (aChannels == 2) {
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// This an indirect allocation, unfortunately.
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channelArray->mBuffers[1].SetLength(mChunkCapacity);
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chunk.mChannelData[1] = channelArray->mBuffers[1].Elements();
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}
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}
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}
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}
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void AudioChunkList::SetSampleFormat(AudioSampleFormat aFormat) {
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_SILENCE);
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MOZ_ASSERT(aFormat == AUDIO_FORMAT_S16 || aFormat == AUDIO_FORMAT_FLOAT32);
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mSampleFormat = aFormat;
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if (mSampleFormat == AUDIO_FORMAT_S16) {
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mChunkCapacity = 2 * mChunkCapacity;
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}
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}
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AudioChunk& AudioChunkList::GetNext() {
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AudioChunk& chunk = mChunks[mIndex];
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MOZ_ASSERT(!chunk.mChannelData.IsEmpty());
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MOZ_ASSERT(chunk.mBuffer);
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MOZ_ASSERT(!chunk.mBuffer->IsShared());
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MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16 ||
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mSampleFormat == AUDIO_FORMAT_FLOAT32);
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chunk.mDuration = 0;
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chunk.mVolume = 1.0f;
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chunk.mPrincipalHandle = PRINCIPAL_HANDLE_NONE;
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chunk.mBufferFormat = mSampleFormat;
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IncrementIndex();
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return chunk;
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}
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void AudioChunkList::Update(uint32_t aChannels) {
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MOZ_ASSERT(mChunks.Length());
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if (mChunks[0].ChannelCount() == aChannels) {
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return;
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}
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// Special handling between mono and stereo to avoid reallocations.
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if (aChannels <= 2 && mChunks[0].ChannelCount() <= 2) {
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UpdateToMonoOrStereo(aChannels);
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return;
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}
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uint32_t numOfChunks = mChunks.Length();
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mChunks.ClearAndRetainStorage();
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CreateChunks(numOfChunks, aChannels);
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}
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AudioResampler::AudioResampler(uint32_t aInRate, uint32_t aOutRate,
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uint32_t aPreBufferFrames)
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: mResampler(aInRate, aOutRate, aPreBufferFrames),
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mOutputChunks(aOutRate / 10, STEREO) {}
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void AudioResampler::AppendInput(const AudioSegment& aInSegment) {
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MOZ_ASSERT(aInSegment.GetDuration());
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for (AudioSegment::ConstChunkIterator iter(aInSegment); !iter.IsEnded();
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iter.Next()) {
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const AudioChunk& chunk = *iter;
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if (!mIsSampleFormatSet) {
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// We don't know the format yet and all buffers are empty.
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if (chunk.mBufferFormat == AUDIO_FORMAT_SILENCE) {
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// Only silence has been received and the format is unkown. Igonre it,
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// if Resampler() is called it will return silence too.
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continue;
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}
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// First no silence data, set the format once for lifetime and let it
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// continue the rest of the flow. We will not get in here again.
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mOutputChunks.SetSampleFormat(chunk.mBufferFormat);
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mResampler.SetSampleFormat(chunk.mBufferFormat);
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mIsSampleFormatSet = true;
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}
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MOZ_ASSERT(mIsSampleFormatSet);
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if (chunk.IsNull()) {
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mResampler.AppendInputSilence(chunk.GetDuration());
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continue;
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}
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// Make sure the channel is up to date. An AudioSegment can contain chunks
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// with different channel count.
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UpdateChannels(chunk.mChannelData.Length());
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if (chunk.mBufferFormat == AUDIO_FORMAT_FLOAT32) {
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mResampler.AppendInput(chunk.ChannelData<float>(), chunk.GetDuration());
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} else {
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mResampler.AppendInput(chunk.ChannelData<int16_t>(), chunk.GetDuration());
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}
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}
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}
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AudioSegment AudioResampler::Resample(uint32_t aOutFrames) {
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AudioSegment segment;
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// We don't know what to do yet and we only have received silence if any just
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// return what they want and leave
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if (!mIsSampleFormatSet) {
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segment.AppendNullData(aOutFrames);
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return segment;
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}
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// Not enough input frames abort. We check for the requested frames plus one.
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// This is to make sure that the individual resample iteration that will
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// follow up, will have enough frames even if one of them consume an extra
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// frame.
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if (!mResampler.CanResample(aOutFrames + 1)) {
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return segment;
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}
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uint32_t totalFrames = aOutFrames;
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while (totalFrames) {
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MOZ_ASSERT(totalFrames > 0);
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AudioChunk& chunk = mOutputChunks.GetNext();
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uint32_t outFrames = std::min(totalFrames, mOutputChunks.ChunkCapacity());
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totalFrames -= outFrames;
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for (uint32_t i = 0; i < chunk.ChannelCount(); ++i) {
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uint32_t outFramesUsed = outFrames;
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if (chunk.mBufferFormat == AUDIO_FORMAT_FLOAT32) {
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#ifdef DEBUG
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bool rv =
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#endif
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mResampler.Resample(chunk.ChannelDataForWrite<float>(i),
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&outFramesUsed, i);
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MOZ_ASSERT(rv);
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} else {
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#ifdef DEBUG
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bool rv =
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#endif
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mResampler.Resample(chunk.ChannelDataForWrite<int16_t>(i),
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&outFramesUsed, i);
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MOZ_ASSERT(rv);
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}
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MOZ_ASSERT(outFramesUsed == outFrames);
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chunk.mDuration = outFrames;
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}
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// Create a copy in order to consume that copy and not the pre-allocated
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// chunk
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segment.AppendAndConsumeChunk(AudioChunk(chunk));
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}
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return segment;
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}
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void AudioResampler::Update(uint32_t aOutRate, uint32_t aChannels) {
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mResampler.UpdateResampler(aOutRate, aChannels);
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mOutputChunks.Update(aChannels);
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}
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uint32_t AudioResampler::InputReadableFrames() const {
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if (!mIsSampleFormatSet) {
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return mResampler.mPreBufferFrames;
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}
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return mResampler.InFramesBuffered(0);
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}
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uint32_t AudioResampler::InputWritableFrames() const {
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if (!mIsSampleFormatSet) {
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return mResampler.mPreBufferFrames;
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}
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return mResampler.InFramesLeftToBuffer(0);
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}
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} // namespace mozilla
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