Bug 693095 - Fix audio stream position estimation for remoted streams. Also resurrect audio thread wait removed in bug 669556 when using remoted audio streams. r=cpearce

This commit is contained in:
Matthew Gregan 2011-10-19 18:29:08 +13:00
Родитель 8479e44104
Коммит deda03e217
3 изменённых файлов: 34 добавлений и 8 удалений

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@ -166,4 +166,10 @@ void ScaleDisplayByAspectRatio(nsIntSize& aDisplay, float aAspectRatio);
#define MEDIA_THREAD_STACK_SIZE nsIThreadManager::DEFAULT_STACK_SIZE
#endif
// Android's audio backend is not available in content processes, so audio must
// be remoted to the parent chrome process.
#if defined(ANDROID)
#define REMOTE_AUDIO 1
#endif
#endif

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@ -66,12 +66,6 @@ using namespace mozilla;
#define SA_PER_STREAM_VOLUME 1
#endif
// Android's audio backend is not available in content processes, so audio must
// be remoted to the parent chrome process.
#if defined(ANDROID)
#define REMOTE_AUDIO 1
#endif
using mozilla::TimeStamp;
#ifdef PR_LOGGING
@ -80,6 +74,9 @@ PRLogModuleInfo* gAudioStreamLog = nsnull;
static const PRUint32 FAKE_BUFFER_SIZE = 176400;
// Number of milliseconds per second.
static const PRInt64 MS_PER_S = 1000;
class nsNativeAudioStream : public nsAudioStream
{
public:
@ -752,9 +749,9 @@ nsRemotedAudioStream::GetPositionInFrames()
return 0;
PRInt64 time = mAudioChild->GetLastKnownPositionTimestamp();
PRInt64 result = position + (mRate * (PR_IntervalNow() - time) / USECS_PER_S);
PRInt64 dt = PR_IntervalToMilliseconds(PR_IntervalNow() - time);
return result;
return position + (mRate * dt / MS_PER_S);
}
bool

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@ -635,6 +635,29 @@ void nsBuiltinDecoderStateMachine::AudioLoop()
NS_WARNING("Int overflow calculating audio end time");
break;
}
// The remoted audio stream does not block writes when the other end's buffers
// are full, so this sleep is necessary to stop the audio thread spinning its
// wheels. When bug 695612 is fixed, this block of code can be removed.
#if defined(REMOTE_AUDIO)
PRInt64 audioAhead = mAudioEndTime - GetMediaTime();
if (audioAhead > AMPLE_AUDIO_USECS &&
framesWritten > minWriteFrames)
{
// We've pushed enough audio onto the hardware that we've queued up a
// significant amount ahead of the playback position. The decode
// thread will be going to sleep, so we won't get any new audio
// anyway, so sleep until we need to push to the hardware again.
Wait(AMPLE_AUDIO_USECS / 2);
// Kick the decode thread; since above we only do a NotifyAll when
// we pop an audio chunk of the queue, the decoder won't wake up if
// we've got no more decoded chunks to push to the hardware. We can
// hit this condition if the last frame in the stream doesn't have
// it's EOS flag set, and the decode thread sleeps just after decoding
// that packet, but before realising there's no more packets.
mon.NotifyAll();
}
#endif
}
}
if (mReader->mAudioQueue.AtEndOfStream() &&