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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* 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 AudioSink_h__
#define AudioSink_h__
#include "AudioStream.h"
#include "AudibilityMonitor.h"
#include "MediaEventSource.h"
#include "MediaInfo.h"
#include "MediaQueue.h"
#include "MediaSink.h"
#include "mozilla/Atomics.h"
#include "mozilla/Maybe.h"
#include "mozilla/Monitor.h"
#include "mozilla/MozPromise.h"
#include "mozilla/RefPtr.h"
#include "mozilla/Result.h"
#include "nsISupportsImpl.h"
namespace mozilla {
class AudioConverter;
class AudioSink : private AudioStream::DataSource {
public:
enum class InitializationType {
// This AudioSink is being initialized for the first time
INITIAL,
UNMUTING
};
struct PlaybackParams {
PlaybackParams(double aVolume, double aPlaybackRate, bool aPreservesPitch)
: mVolume(aVolume),
mPlaybackRate(aPlaybackRate),
mPreservesPitch(aPreservesPitch) {}
double mVolume;
double mPlaybackRate;
bool mPreservesPitch;
};
AudioSink(AbstractThread* aThread, MediaQueue<AudioData>& aAudioQueue,
const AudioInfo& aInfo, bool aShouldResistFingerprinting);
~AudioSink();
// Allocate and initialize mAudioStream. Returns NS_OK on success.
nsresult InitializeAudioStream(const PlaybackParams& aParams,
const RefPtr<AudioDeviceInfo>& aAudioDevice,
InitializationType aInitializationType);
// Start audio playback. aStartTime is compared with MediaData::mTime to
// identify the first audio frame to be played.
RefPtr<MediaSink::EndedPromise> Start(const media::TimeUnit& aStartTime);
/*
* All public functions are not thread-safe.
* Called on the task queue of MDSM only.
*/
media::TimeUnit GetPosition();
media::TimeUnit GetEndTime() const;
// Check whether we've pushed more frames to the audio stream than it
// has played.
bool HasUnplayedFrames();
// The duration of the buffered frames.
media::TimeUnit UnplayedDuration() const;
// Shut down the AudioSink's resources.
void ShutDown();
void SetVolume(double aVolume);
void SetStreamName(const nsAString& aStreamName);
void SetPlaybackRate(double aPlaybackRate);
void SetPreservesPitch(bool aPreservesPitch);
void SetPlaying(bool aPlaying);
MediaEventSource<bool>& AudibleEvent() { return mAudibleEvent; }
void GetDebugInfo(dom::MediaSinkDebugInfo& aInfo);
// This returns true if the audio callbacks are being called, and so the
// audio stream-based clock is moving forward.
bool AudioStreamCallbackStarted() {
return mAudioStream && mAudioStream->CallbackStarted();
}
void UpdateStartTime(const media::TimeUnit& aStartTime) {
mStartTime = aStartTime;
}
private:
// Interface of AudioStream::DataSource.
// Called on the callback thread of cubeb. Returns the number of frames that
// were available.
uint32_t PopFrames(AudioDataValue* aBuffer, uint32_t aFrames,
bool aAudioThreadChanged) override;
bool Ended() const override;
// When shutting down, it's important to not lose any audio data, it might be
// still of use, in two scenarios:
// - If the audio is now captured to a MediaStream, whatever is enqueued in
// the ring buffer needs to be played out now ;
// - If the AudioSink is shutting down because the audio is muted, it's
// important to keep the audio around in case it's quickly unmuted,
// and in general to keep A/V sync correct when unmuted.
void ReenqueueUnplayedAudioDataIfNeeded();
void CheckIsAudible(const Span<AudioDataValue>& aInterleaved,
size_t aChannel);
// The audio stream resource. Used on the task queue of MDSM only.
RefPtr<AudioStream> mAudioStream;
// The media data time of the first audio frame that was played.
// We can add this to the audio stream position to determine
// the current audio data time.
media::TimeUnit mStartTime;
// Keep the last good position returned from the audio stream. Used to ensure
// position returned by GetPosition() is mono-increasing in spite of audio
// stream error. Used on the task queue of MDSM only.
media::TimeUnit mLastGoodPosition;
// Used on the task queue of MDSM only.
bool mPlaying;
// PCM frames written to the stream so far. Written on the callback thread,
// read on the MDSM thread.
Atomic<int64_t> mWritten;
// True if there is any error in processing audio data like overflow.
Atomic<bool> mErrored;
const RefPtr<AbstractThread> mOwnerThread;
// Audio Processing objects and methods
void OnAudioPopped();
void OnAudioPushed(const RefPtr<AudioData>& aSample);
void NotifyAudioNeeded();
// Drain the converter and add the output to the processed audio queue.
// A maximum of aMaxFrames will be added.
uint32_t DrainConverter(uint32_t aMaxFrames = UINT32_MAX);
already_AddRefed<AudioData> CreateAudioFromBuffer(
AlignedAudioBuffer&& aBuffer, AudioData* aReference);
// Add data to the processsed queue return the number of frames added.
uint32_t PushProcessedAudio(AudioData* aData);
uint32_t AudioQueuedInRingBufferMS() const;
uint32_t SampleToFrame(uint32_t aSamples) const;
UniquePtr<AudioConverter> mConverter;
UniquePtr<SPSCQueue<AudioDataValue>> mProcessedSPSCQueue;
MediaEventListener mAudioQueueListener;
MediaEventListener mAudioQueueFinishListener;
MediaEventListener mProcessedQueueListener;
// Number of frames processed from mAudioQueue. Used to determine gaps in
// the input stream. It indicates the time in frames since playback started
// at the current input framerate.
int64_t mFramesParsed;
Maybe<RefPtr<AudioData>> mLastProcessedPacket;
media::TimeUnit mLastEndTime;
// Never modifed after construction.
uint32_t mOutputRate;
uint32_t mOutputChannels;
AudibilityMonitor mAudibilityMonitor;
bool mIsAudioDataAudible;
MediaEventProducer<bool> mAudibleEvent;
// Only signed on the real-time audio thread.
MediaEventProducer<void> mAudioPopped;
Atomic<bool> mProcessedQueueFinished;
MediaQueue<AudioData>& mAudioQueue;
const float mProcessedQueueThresholdMS;
};
} // namespace mozilla
#endif // AudioSink_h__
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