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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
/* 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 DOM_MEDIA_DRIFTCONTROL_AUDIOCHUNKLIST_H_
#define DOM_MEDIA_DRIFTCONTROL_AUDIOCHUNKLIST_H_
#include "AudioSegment.h"
#include "TimeUnits.h"
namespace mozilla {
/**
* AudioChunkList provides a way to have preallocated audio buffers in
* AudioSegment. The idea is that the amount of AudioChunks is created in
* advance. Each AudioChunk is able to hold a specific amount of audio
* (capacity). The total capacity of AudioChunkList is specified by the number
* of AudioChunks. The important aspect of the AudioChunkList is that
* preallocates everything and reuse the same chunks similar to a ring buffer.
*
* Why the whole AudioChunk is preallocated and not some raw memory buffer? This
* is due to the limitations of MediaTrackGraph. The way that MTG works depends
* on `AudioSegment`s to convey the actual audio data. An AudioSegment consists
* of AudioChunks. The AudioChunk is built in a way, that owns and allocates the
* audio buffers. Thus, since the use of AudioSegment is mandatory if the audio
* data was in a different form, the only way to use it from the audio thread
* would be to create the AudioChunk there. That would result in a copy
* operation (not very important) and most of all an allocation of the audio
* buffer in the audio thread. This happens in many places inside MTG it's a bad
* practice, though, and it has been avoided due to the AudioChunkList.
*
* After construction the sample format must be set, when it is available. It
* can be set in the audio thread. Before setting the sample format is not
* possible to use any method of AudioChunkList.
*
* Every AudioChunk in the AudioChunkList is preallocated with a capacity of 128
* frames of float audio. Nevertheless, the sample format is not available at
* that point. Thus if the sample format is set to short, the capacity of each
* chunk changes to 256 number of frames, and the total duration becomes twice
* big. There are methods to get the chunk capacity and total capacity in frames
* and must always be used.
*
* Two things to note. First, when the channel count changes everything is
* recreated which means reallocations. Second, the total capacity might differs
* from the requested total capacity for two reasons. First, if the sample
* format is set to short and second because the number of chunks in the list
* divides exactly the final total capacity. The corresponding method must
* always be used to query the total capacity.
*/
class AudioChunkList {
public:
/**
* Constructor, the final total duration might be different from the requested
* `aTotalDuration`. Memory allocation takes place.
*/
AudioChunkList(uint32_t aTotalDuration, uint32_t aChannels,
const PrincipalHandle& aPrincipalHandle);
AudioChunkList(const AudioChunkList&) = delete;
AudioChunkList(AudioChunkList&&) = delete;
~AudioChunkList() = default;
/**
* Set sample format. It must be done before any other method being used.
*/
void SetSampleFormat(AudioSampleFormat aFormat);
/**
* Get the next available AudioChunk. The duration of the chunk will be zero
* and the volume 1.0. However, the buffers will be there ready to be written.
* Please note, that a reference of the preallocated chunk is returned. Thus
* it _must not be consumed_ directly. If the chunk needs to be consumed it
* must be copied to a temporary chunk first. For example:
* ```
* AudioChunk& chunk = audioChunklist.GetNext();
* // Set up the chunk
* AudioChunk tmp = chunk;
* audioSegment.AppendAndConsumeChunk(std::move(tmp));
* ```
* This way no memory allocation or copy, takes place.
*/
AudioChunk& GetNext();
/**
* Get the capacity of each individual AudioChunk in the list.
*/
uint32_t ChunkCapacity() const {
MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16 ||
mSampleFormat == AUDIO_FORMAT_FLOAT32);
return mChunkCapacity;
}
/**
* Get the total capacity of AudioChunkList.
*/
uint32_t TotalCapacity() const {
MOZ_ASSERT(mSampleFormat == AUDIO_FORMAT_S16 ||
mSampleFormat == AUDIO_FORMAT_FLOAT32);
return CheckedInt<uint32_t>(mChunkCapacity * mChunks.Length()).value();
}
/**
* Update the channel count of the AudioChunkList. Memory allocation is
* taking place.
*/
void Update(uint32_t aChannels);
private:
void IncrementIndex() {
++mIndex;
mIndex = CheckedInt<uint32_t>(mIndex % mChunks.Length()).value();
}
void CreateChunks(uint32_t aNumOfChunks, uint32_t aChannels);
void UpdateToMonoOrStereo(uint32_t aChannels);
private:
const PrincipalHandle mPrincipalHandle;
nsTArray<AudioChunk> mChunks;
uint32_t mIndex = 0;
uint32_t mChunkCapacity = WEBAUDIO_BLOCK_SIZE;
AudioSampleFormat mSampleFormat = AUDIO_FORMAT_SILENCE;
};
} // namespace mozilla
#endif // DOM_MEDIA_DRIFTCONTROL_AUDIOCHUNKLIST_H_
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