зеркало из https://github.com/mozilla/gecko-dev.git
186 строки
5.4 KiB
C++
186 строки
5.4 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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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
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#if !defined(AudioSink_h__)
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#define AudioSink_h__
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#include "MediaInfo.h"
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#include "mozilla/nsRefPtr.h"
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#include "nsISupportsImpl.h"
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#include "mozilla/dom/AudioChannelBinding.h"
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#include "mozilla/Atomics.h"
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#include "mozilla/Maybe.h"
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#include "mozilla/MozPromise.h"
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#include "mozilla/ReentrantMonitor.h"
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namespace mozilla {
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class AudioData;
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class AudioStream;
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template <class T> class MediaQueue;
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class AudioSink {
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public:
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NS_INLINE_DECL_THREADSAFE_REFCOUNTING(AudioSink)
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AudioSink(MediaQueue<MediaData>& aAudioQueue,
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int64_t aStartTime,
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const AudioInfo& aInfo,
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dom::AudioChannel aChannel);
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// Return a promise which will be resolved when AudioSink finishes playing,
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// or rejected if any error.
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nsRefPtr<GenericPromise> Init();
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/*
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* All public functions below are thread-safe.
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*/
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int64_t GetPosition();
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int64_t GetEndTime() const;
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// Check whether we've pushed more frames to the audio hardware than it has
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// played.
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bool HasUnplayedFrames();
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// Shut down the AudioSink's resources.
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void Shutdown();
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void SetVolume(double aVolume);
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void SetPlaybackRate(double aPlaybackRate);
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void SetPreservesPitch(bool aPreservesPitch);
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void SetPlaying(bool aPlaying);
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private:
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enum State {
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AUDIOSINK_STATE_INIT,
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AUDIOSINK_STATE_PLAYING,
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AUDIOSINK_STATE_COMPLETE,
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AUDIOSINK_STATE_SHUTDOWN,
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AUDIOSINK_STATE_ERROR
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};
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~AudioSink() {}
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void DispatchTask(already_AddRefed<nsIRunnable>&& event);
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void SetState(State aState);
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void ScheduleNextLoop();
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void ScheduleNextLoopCrossThread();
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void OnAudioQueueEvent();
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void ConnectListener();
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void DisconnectListener();
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// The main loop for the audio thread. Sent to the thread as
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// an nsRunnableMethod. This continually does blocking writes to
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// to audio stream to play audio data.
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void AudioLoop();
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// Allocate and initialize mAudioStream. Returns NS_OK on success.
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nsresult InitializeAudioStream();
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void Drain();
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void Cleanup();
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bool ExpectMoreAudioData();
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// Return true if playback is not ready and the sink is not told to shut down.
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bool WaitingForAudioToPlay();
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// Check if the sink has been told to shut down, resuming mAudioStream if
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// not. Returns true if processing should continue, false if AudioLoop
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// should shutdown.
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bool IsPlaybackContinuing();
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// Write audio samples or silence to the audio hardware.
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// Return false if any error. Called on the audio thread.
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bool PlayAudio();
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void FinishAudioLoop();
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// Write aFrames of audio frames of silence to the audio hardware. Returns
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// the number of frames actually written. The write size is capped at
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// SILENCE_BYTES_CHUNK (32kB), so must be called in a loop to write the
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// desired number of frames. This ensures that the playback position
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// advances smoothly, and guarantees that we don't try to allocate an
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// impossibly large chunk of memory in order to play back silence. Called
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// on the audio thread.
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uint32_t PlaySilence(uint32_t aFrames);
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// Pops an audio chunk from the front of the audio queue, and pushes its
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// audio data to the audio hardware. Called on the audio thread.
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uint32_t PlayFromAudioQueue();
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// If we have already written enough frames to the AudioStream, start the
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// playback.
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void StartAudioStreamPlaybackIfNeeded();
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void WriteSilence(uint32_t aFrames);
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MediaQueue<MediaData>& AudioQueue() const {
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return mAudioQueue;
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}
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ReentrantMonitor& GetReentrantMonitor() const {
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return mMonitor;
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}
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void AssertCurrentThreadInMonitor() const {
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GetReentrantMonitor().AssertCurrentThreadIn();
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}
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void AssertOnAudioThread();
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void AssertNotOnAudioThread();
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MediaQueue<MediaData>& mAudioQueue;
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mutable ReentrantMonitor mMonitor;
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// There members are accessed on the audio thread only.
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State mState;
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Maybe<State> mPendingState;
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bool mAudioLoopScheduled;
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// Thread for pushing audio onto the audio hardware.
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// The "audio push thread".
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nsCOMPtr<nsIThread> mThread;
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// The audio stream resource. Used on the state machine, and audio threads.
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// This is created and destroyed on the audio thread, while holding the
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// decoder monitor, so if this is used off the audio thread, you must
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// first acquire the decoder monitor and check that it is non-null.
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nsRefPtr<AudioStream> mAudioStream;
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// The presentation time of the first audio frame that was played in
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// microseconds. We can add this to the audio stream position to determine
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// the current audio time. Accessed on audio and state machine thread.
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// Synchronized by decoder monitor.
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const int64_t mStartTime;
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// PCM frames written to the stream so far.
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Atomic<int64_t> mWritten;
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// Keep the last good position returned from the audio stream. Used to ensure
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// position returned by GetPosition() is mono-increasing in spite of audio
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// stream error.
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int64_t mLastGoodPosition;
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const AudioInfo mInfo;
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dom::AudioChannel mChannel;
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bool mStopAudioThread;
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bool mPlaying;
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MozPromiseHolder<GenericPromise> mEndPromise;
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MediaEventListener mPushListener;
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MediaEventListener mFinishListener;
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};
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} // namespace mozilla
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#endif
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