зеркало из https://github.com/mozilla/gecko-dev.git
545 строки
16 KiB
C++
545 строки
16 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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#include "nsPrintfCString.h"
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#include "MediaQueue.h"
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#include "AudioSink.h"
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#include "VideoUtils.h"
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#include "AudioConverter.h"
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#include "mozilla/CheckedInt.h"
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#include "mozilla/DebugOnly.h"
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#include "mozilla/IntegerPrintfMacros.h"
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#include "MediaPrefs.h"
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namespace mozilla {
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extern LazyLogModule gMediaDecoderLog;
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#define SINK_LOG(msg, ...) \
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MOZ_LOG(gMediaDecoderLog, LogLevel::Debug, ("AudioSink=%p " msg, this, ##__VA_ARGS__))
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#define SINK_LOG_V(msg, ...) \
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MOZ_LOG(gMediaDecoderLog, LogLevel::Verbose, ("AudioSink=%p " msg, this, ##__VA_ARGS__))
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namespace media {
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// The amount of audio frames that is used to fuzz rounding errors.
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static const int64_t AUDIO_FUZZ_FRAMES = 1;
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// Amount of audio frames we will be processing ahead of use
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static const int32_t LOW_AUDIO_USECS = 300000;
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AudioSink::AudioSink(AbstractThread* aThread,
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MediaQueue<AudioData>& aAudioQueue,
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const TimeUnit& aStartTime,
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const AudioInfo& aInfo)
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: mStartTime(aStartTime)
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, mInfo(aInfo)
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, mPlaying(true)
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, mMonitor("AudioSink")
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, mWritten(0)
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, mErrored(false)
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, mPlaybackComplete(false)
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, mOwnerThread(aThread)
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, mProcessedQueueLength(0)
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, mFramesParsed(0)
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, mIsAudioDataAudible(false)
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, mAudioQueue(aAudioQueue)
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{
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bool resampling = MediaPrefs::AudioSinkResampling();
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if (resampling) {
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mOutputRate = MediaPrefs::AudioSinkResampleRate();
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} else if (mInfo.mRate == 44100 || mInfo.mRate == 48000) {
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// The original rate is of good quality and we want to minimize unecessary
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// resampling. The common scenario being that the sampling rate is one or
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// the other, this allows to minimize audio quality regression and hoping
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// content provider want change from those rates mid-stream.
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mOutputRate = mInfo.mRate;
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} else {
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// We will resample all data to match cubeb's preferred sampling rate.
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mOutputRate = AudioStream::GetPreferredRate();
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}
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MOZ_DIAGNOSTIC_ASSERT(mOutputRate, "output rate can't be 0.");
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bool monoAudioEnabled = MediaPrefs::MonoAudio();
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mOutputChannels =
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monoAudioEnabled
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? 1
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: (MediaPrefs::AudioSinkForceStereo() ? 2 : mInfo.mChannels);
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}
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AudioSink::~AudioSink()
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{
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}
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RefPtr<GenericPromise>
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AudioSink::Init(const PlaybackParams& aParams)
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{
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MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn());
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mAudioQueueListener = mAudioQueue.PushEvent().Connect(
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mOwnerThread, this, &AudioSink::OnAudioPushed);
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mAudioQueueFinishListener = mAudioQueue.FinishEvent().Connect(
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mOwnerThread, this, &AudioSink::NotifyAudioNeeded);
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mProcessedQueueListener = mProcessedQueue.PopEvent().Connect(
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mOwnerThread, this, &AudioSink::OnAudioPopped);
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// To ensure at least one audio packet will be popped from AudioQueue and
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// ready to be played.
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NotifyAudioNeeded();
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RefPtr<GenericPromise> p = mEndPromise.Ensure(__func__);
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nsresult rv = InitializeAudioStream(aParams);
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if (NS_FAILED(rv)) {
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mEndPromise.Reject(rv, __func__);
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}
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return p;
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}
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TimeUnit
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AudioSink::GetPosition()
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{
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int64_t tmp;
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if (mAudioStream &&
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(tmp = mAudioStream->GetPosition()) >= 0) {
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TimeUnit pos = TimeUnit::FromMicroseconds(tmp);
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NS_ASSERTION(pos >= mLastGoodPosition,
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"AudioStream position shouldn't go backward");
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// Update the last good position when we got a good one.
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if (pos >= mLastGoodPosition) {
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mLastGoodPosition = pos;
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}
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}
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return mStartTime + mLastGoodPosition;
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}
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bool
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AudioSink::HasUnplayedFrames()
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{
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// Experimentation suggests that GetPositionInFrames() is zero-indexed,
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// so we need to add 1 here before comparing it to mWritten.
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int64_t total;
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{
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MonitorAutoLock mon(mMonitor);
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total = mWritten + (mCursor.get() ? mCursor->Available() : 0);
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}
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return mProcessedQueue.GetSize() ||
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(mAudioStream && mAudioStream->GetPositionInFrames() + 1 < total);
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}
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void
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AudioSink::Shutdown()
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{
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MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn());
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mAudioQueueListener.Disconnect();
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mAudioQueueFinishListener.Disconnect();
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mProcessedQueueListener.Disconnect();
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if (mAudioStream) {
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mAudioStream->Shutdown();
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mAudioStream = nullptr;
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}
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mProcessedQueue.Reset();
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mProcessedQueue.Finish();
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mEndPromise.ResolveIfExists(true, __func__);
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}
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void
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AudioSink::SetVolume(double aVolume)
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{
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if (mAudioStream) {
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mAudioStream->SetVolume(aVolume);
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}
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}
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void
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AudioSink::SetPlaybackRate(double aPlaybackRate)
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{
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MOZ_ASSERT(aPlaybackRate != 0, "Don't set the playbackRate to 0 on AudioStream");
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if (mAudioStream) {
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mAudioStream->SetPlaybackRate(aPlaybackRate);
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}
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}
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void
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AudioSink::SetPreservesPitch(bool aPreservesPitch)
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{
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if (mAudioStream) {
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mAudioStream->SetPreservesPitch(aPreservesPitch);
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}
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}
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void
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AudioSink::SetPlaying(bool aPlaying)
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{
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if (!mAudioStream || mPlaying == aPlaying || mPlaybackComplete) {
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return;
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}
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// pause/resume AudioStream as necessary.
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if (!aPlaying) {
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mAudioStream->Pause();
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} else if (aPlaying) {
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mAudioStream->Resume();
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}
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mPlaying = aPlaying;
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}
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nsresult
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AudioSink::InitializeAudioStream(const PlaybackParams& aParams)
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{
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mAudioStream = new AudioStream(*this);
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// When AudioQueue is empty, there is no way to know the channel layout of
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// the coming audio data, so we use the predefined channel map instead.
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uint32_t channelMap = mConverter
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? mConverter->OutputConfig().Layout().Map()
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: AudioStream::GetPreferredChannelMap(mOutputChannels);
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// The layout map used here is already processed by mConverter with
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// mOutputChannels into SMPTE format, so there is no need to worry if
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// MediaPrefs::MonoAudio() or MediaPrefs::AudioSinkForceStereo() is applied.
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nsresult rv = mAudioStream->Init(mOutputChannels, channelMap, mOutputRate);
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if (NS_FAILED(rv)) {
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mAudioStream->Shutdown();
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mAudioStream = nullptr;
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return rv;
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}
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// Set playback params before calling Start() so they can take effect
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// as soon as the 1st DataCallback of the AudioStream fires.
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mAudioStream->SetVolume(aParams.mVolume);
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mAudioStream->SetPlaybackRate(aParams.mPlaybackRate);
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mAudioStream->SetPreservesPitch(aParams.mPreservesPitch);
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mAudioStream->Start();
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return NS_OK;
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}
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TimeUnit
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AudioSink::GetEndTime() const
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{
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int64_t written;
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{
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MonitorAutoLock mon(mMonitor);
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written = mWritten;
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}
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TimeUnit played = FramesToTimeUnit(written, mOutputRate) + mStartTime;
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if (!played.IsValid()) {
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NS_WARNING("Int overflow calculating audio end time");
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return TimeUnit::Zero();
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}
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return played;
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}
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UniquePtr<AudioStream::Chunk>
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AudioSink::PopFrames(uint32_t aFrames)
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{
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class Chunk : public AudioStream::Chunk {
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public:
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Chunk(AudioData* aBuffer, uint32_t aFrames, AudioDataValue* aData)
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: mBuffer(aBuffer), mFrames(aFrames), mData(aData) {}
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Chunk() : mFrames(0), mData(nullptr) {}
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const AudioDataValue* Data() const { return mData; }
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uint32_t Frames() const { return mFrames; }
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uint32_t Channels() const { return mBuffer ? mBuffer->mChannels: 0; }
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uint32_t Rate() const { return mBuffer ? mBuffer->mRate : 0; }
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AudioDataValue* GetWritable() const { return mData; }
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private:
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const RefPtr<AudioData> mBuffer;
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const uint32_t mFrames;
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AudioDataValue* const mData;
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};
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bool needPopping = false;
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if (!mCurrentData) {
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// No data in the queue. Return an empty chunk.
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if (!mProcessedQueue.GetSize()) {
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return MakeUnique<Chunk>();
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}
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// We need to update our values prior popping the processed queue in
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// order to prevent the pop event to fire too early (prior
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// mProcessedQueueLength being updated) or prevent HasUnplayedFrames
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// to incorrectly return true during the time interval betweeen the
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// when mProcessedQueue is read and mWritten is updated.
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needPopping = true;
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mCurrentData = mProcessedQueue.PeekFront();
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{
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MonitorAutoLock mon(mMonitor);
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mCursor = MakeUnique<AudioBufferCursor>(mCurrentData->mAudioData.get(),
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mCurrentData->mChannels,
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mCurrentData->mFrames);
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}
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MOZ_ASSERT(mCurrentData->mFrames > 0);
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mProcessedQueueLength -=
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FramesToUsecs(mCurrentData->mFrames, mOutputRate).value();
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}
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auto framesToPop = std::min(aFrames, mCursor->Available());
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SINK_LOG_V("playing audio at time=%" PRId64 " offset=%u length=%u",
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mCurrentData->mTime.ToMicroseconds(),
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mCurrentData->mFrames - mCursor->Available(), framesToPop);
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UniquePtr<AudioStream::Chunk> chunk =
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MakeUnique<Chunk>(mCurrentData, framesToPop, mCursor->Ptr());
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{
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MonitorAutoLock mon(mMonitor);
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mWritten += framesToPop;
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mCursor->Advance(framesToPop);
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}
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// All frames are popped. Reset mCurrentData so we can pop new elements from
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// the audio queue in next calls to PopFrames().
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if (!mCursor->Available()) {
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mCurrentData = nullptr;
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}
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if (needPopping) {
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// We can now safely pop the audio packet from the processed queue.
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// This will fire the popped event, triggering a call to NotifyAudioNeeded.
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RefPtr<AudioData> releaseMe = mProcessedQueue.PopFront();
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CheckIsAudible(releaseMe);
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}
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return chunk;
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}
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bool
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AudioSink::Ended() const
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{
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// Return true when error encountered so AudioStream can start draining.
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return mProcessedQueue.IsFinished() || mErrored;
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}
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void
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AudioSink::Drained()
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{
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SINK_LOG("Drained");
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mPlaybackComplete = true;
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mEndPromise.ResolveIfExists(true, __func__);
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}
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void
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AudioSink::CheckIsAudible(const AudioData* aData)
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{
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MOZ_ASSERT(aData);
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bool isAudible = aData->IsAudible();
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if (isAudible != mIsAudioDataAudible) {
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mIsAudioDataAudible = isAudible;
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mAudibleEvent.Notify(mIsAudioDataAudible);
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}
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}
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void
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AudioSink::OnAudioPopped(const RefPtr<AudioData>& aSample)
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{
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SINK_LOG_V("AudioStream has used an audio packet.");
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NotifyAudioNeeded();
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}
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void
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AudioSink::OnAudioPushed(const RefPtr<AudioData>& aSample)
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{
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SINK_LOG_V("One new audio packet available.");
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NotifyAudioNeeded();
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}
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void
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AudioSink::NotifyAudioNeeded()
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{
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MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn(),
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"Not called from the owner's thread");
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// Always ensure we have two processed frames pending to allow for processing
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// latency.
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while (mAudioQueue.GetSize() && (mAudioQueue.IsFinished() ||
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mProcessedQueueLength < LOW_AUDIO_USECS ||
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mProcessedQueue.GetSize() < 2)) {
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RefPtr<AudioData> data = mAudioQueue.PopFront();
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// Ignore the element with 0 frames and try next.
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if (!data->mFrames) {
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continue;
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}
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if (!mConverter ||
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(data->mRate != mConverter->InputConfig().Rate() ||
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data->mChannels != mConverter->InputConfig().Channels())) {
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SINK_LOG_V("Audio format changed from %u@%uHz to %u@%uHz",
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mConverter? mConverter->InputConfig().Channels() : 0,
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mConverter ? mConverter->InputConfig().Rate() : 0,
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data->mChannels, data->mRate);
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DrainConverter();
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// mFramesParsed indicates the current playtime in frames at the current
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// input sampling rate. Recalculate it per the new sampling rate.
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if (mFramesParsed) {
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// We minimize overflow.
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uint32_t oldRate = mConverter->InputConfig().Rate();
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uint32_t newRate = data->mRate;
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CheckedInt64 result = SaferMultDiv(mFramesParsed, newRate, oldRate);
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if (!result.isValid()) {
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NS_WARNING("Int overflow in AudioSink");
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mErrored = true;
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return;
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}
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mFramesParsed = result.value();
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}
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mConverter =
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MakeUnique<AudioConverter>(
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AudioConfig(data->mChannels, data->mRate),
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AudioConfig(mOutputChannels, mOutputRate));
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}
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// See if there's a gap in the audio. If there is, push silence into the
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// audio hardware, so we can play across the gap.
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// Calculate the timestamp of the next chunk of audio in numbers of
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// samples.
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CheckedInt64 sampleTime =
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TimeUnitToFrames(data->mTime - mStartTime, data->mRate);
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// Calculate the number of frames that have been pushed onto the audio hardware.
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CheckedInt64 missingFrames = sampleTime - mFramesParsed;
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if (!missingFrames.isValid()) {
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NS_WARNING("Int overflow in AudioSink");
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mErrored = true;
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return;
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}
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if (missingFrames.value() > AUDIO_FUZZ_FRAMES) {
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// The next audio packet begins some time after the end of the last packet
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// we pushed to the audio hardware. We must push silence into the audio
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// hardware so that the next audio packet begins playback at the correct
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// time.
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missingFrames = std::min<int64_t>(INT32_MAX, missingFrames.value());
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mFramesParsed += missingFrames.value();
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// We need to calculate how many frames are missing at the output rate.
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missingFrames =
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SaferMultDiv(missingFrames.value(), mOutputRate, data->mRate);
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if (!missingFrames.isValid()) {
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NS_WARNING("Int overflow in AudioSink");
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mErrored = true;
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return;
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}
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// We need to insert silence, first use drained frames if any.
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missingFrames -= DrainConverter(missingFrames.value());
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// Insert silence if still needed.
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if (missingFrames.value()) {
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AlignedAudioBuffer silenceData(missingFrames.value() * mOutputChannels);
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if (!silenceData) {
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NS_WARNING("OOM in AudioSink");
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mErrored = true;
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return;
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}
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RefPtr<AudioData> silence = CreateAudioFromBuffer(Move(silenceData), data);
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PushProcessedAudio(silence);
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}
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}
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mLastEndTime = data->GetEndTime();
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mFramesParsed += data->mFrames;
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if (mConverter->InputConfig() != mConverter->OutputConfig()) {
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// We must ensure that the size in the buffer contains exactly the number
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// of frames, in case one of the audio producer over allocated the buffer.
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AlignedAudioBuffer buffer(Move(data->mAudioData));
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buffer.SetLength(size_t(data->mFrames) * data->mChannels);
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AlignedAudioBuffer convertedData =
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mConverter->Process(AudioSampleBuffer(Move(buffer))).Forget();
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data = CreateAudioFromBuffer(Move(convertedData), data);
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}
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if (PushProcessedAudio(data)) {
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mLastProcessedPacket = Some(data);
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}
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}
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if (mAudioQueue.IsFinished()) {
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// We have reached the end of the data, drain the resampler.
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DrainConverter();
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mProcessedQueue.Finish();
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}
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}
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uint32_t
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AudioSink::PushProcessedAudio(AudioData* aData)
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{
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if (!aData || !aData->mFrames) {
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return 0;
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}
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mProcessedQueue.Push(aData);
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mProcessedQueueLength += FramesToUsecs(aData->mFrames, mOutputRate).value();
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return aData->mFrames;
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}
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already_AddRefed<AudioData>
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AudioSink::CreateAudioFromBuffer(AlignedAudioBuffer&& aBuffer,
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AudioData* aReference)
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{
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uint32_t frames = aBuffer.Length() / mOutputChannels;
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if (!frames) {
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return nullptr;
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}
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auto duration = FramesToTimeUnit(frames, mOutputRate);
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if (!duration.IsValid()) {
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NS_WARNING("Int overflow in AudioSink");
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mErrored = true;
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return nullptr;
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}
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RefPtr<AudioData> data =
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new AudioData(aReference->mOffset,
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aReference->mTime,
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duration,
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frames,
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Move(aBuffer),
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mOutputChannels,
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mOutputRate);
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return data.forget();
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}
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uint32_t
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AudioSink::DrainConverter(uint32_t aMaxFrames)
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{
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MOZ_ASSERT(mOwnerThread->IsCurrentThreadIn());
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if (!mConverter || !mLastProcessedPacket || !aMaxFrames) {
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// nothing to drain.
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return 0;
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}
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RefPtr<AudioData> lastPacket = mLastProcessedPacket.ref();
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mLastProcessedPacket.reset();
|
|
|
|
// To drain we simply provide an empty packet to the audio converter.
|
|
AlignedAudioBuffer convertedData =
|
|
mConverter->Process(AudioSampleBuffer(AlignedAudioBuffer())).Forget();
|
|
|
|
uint32_t frames = convertedData.Length() / mOutputChannels;
|
|
if (!convertedData.SetLength(std::min(frames, aMaxFrames) * mOutputChannels)) {
|
|
// This can never happen as we were reducing the length of convertData.
|
|
mErrored = true;
|
|
return 0;
|
|
}
|
|
|
|
RefPtr<AudioData> data =
|
|
CreateAudioFromBuffer(Move(convertedData), lastPacket);
|
|
if (!data) {
|
|
return 0;
|
|
}
|
|
mProcessedQueue.Push(data);
|
|
return data->mFrames;
|
|
}
|
|
|
|
} // namespace media
|
|
} // namespace mozilla
|