nsresult BufferedAudioStream::Init(int32_t aNumChannels, int32_t aRate, const dom::AudioChannelType aAudioChannelType) { cubeb* cubebContext = GetCubebContext(); if (!cubebContext || aNumChannels < 0 || aRate < 0) { return NS_ERROR_FAILURE; } mInRate = mOutRate = aRate; mChannels = aNumChannels; mDumpFile = OpenDumpFile(this); cubeb_stream_params params; params.rate = aRate; params.channels = aNumChannels; #if defined(__ANDROID__) #if defined(MOZ_B2G) params.stream_type = ConvertChannelToCubebType(aAudioChannelType); #else params.stream_type = CUBEB_STREAM_TYPE_MUSIC; #endif if (params.stream_type == CUBEB_STREAM_TYPE_MAX) { return NS_ERROR_INVALID_ARG; } #endif if (AUDIO_OUTPUT_FORMAT == AUDIO_FORMAT_S16) { params.format = CUBEB_SAMPLE_S16NE; } else { params.format = CUBEB_SAMPLE_FLOAT32NE; } mBytesPerFrame = sizeof(AudioDataValue) * aNumChannels; mAudioClock.Init(); { cubeb_stream* stream; if (cubeb_stream_init(cubebContext, &stream, "BufferedAudioStream", params, GetCubebLatency(), DataCallback_S, StateCallback_S, this) == CUBEB_OK) { mCubebStream.own(stream); } } if (!mCubebStream) { return NS_ERROR_FAILURE; } // Size mBuffer for one second of audio. This value is arbitrary, and was // selected based on the observed behaviour of the existing AudioStream // implementations. uint32_t bufferLimit = FramesToBytes(aRate); NS_ABORT_IF_FALSE(bufferLimit % mBytesPerFrame == 0, "Must buffer complete frames"); mBuffer.SetCapacity(bufferLimit); return NS_OK; }
// This code used to live inside AudioStream::Init(), but on Mac (others?) // it has been known to take 300-800 (or even 8500) ms to execute(!) nsresult AudioStream::OpenCubeb(cubeb_stream_params &aParams, LatencyRequest aLatencyRequest) { cubeb* cubebContext = GetCubebContext(); if (!cubebContext) { MonitorAutoLock mon(mMonitor); mState = AudioStream::ERRORED; return NS_ERROR_FAILURE; } // If the latency pref is set, use it. Otherwise, if this stream is intended // for low latency playback, try to get the lowest latency possible. // Otherwise, for normal streams, use 100ms. uint32_t latency; if (aLatencyRequest == LowLatency && !CubebLatencyPrefSet()) { if (cubeb_get_min_latency(cubebContext, aParams, &latency) != CUBEB_OK) { latency = GetCubebLatency(); } } else { latency = GetCubebLatency(); } { cubeb_stream* stream; if (cubeb_stream_init(cubebContext, &stream, "AudioStream", aParams, latency, DataCallback_S, StateCallback_S, this) == CUBEB_OK) { MonitorAutoLock mon(mMonitor); mCubebStream.own(stream); // Make sure we weren't shut down while in flight! if (mState == SHUTDOWN) { mCubebStream.reset(); LOG(("AudioStream::OpenCubeb() %p Shutdown while opening cubeb", this)); return NS_ERROR_FAILURE; } // We can't cubeb_stream_start() the thread from a transient thread due to // cubeb API requirements (init can be called from another thread, but // not start/stop/destroy/etc) } else { MonitorAutoLock mon(mMonitor); mState = ERRORED; LOG(("AudioStream::OpenCubeb() %p failed to init cubeb", this)); return NS_ERROR_FAILURE; } } if (!mStartTime.IsNull()) { TimeDuration timeDelta = TimeStamp::Now() - mStartTime; LOG(("AudioStream creation time %sfirst: %u ms", mIsFirst ? "" : "not ", (uint32_t) timeDelta.ToMilliseconds())); Telemetry::Accumulate(mIsFirst ? Telemetry::AUDIOSTREAM_FIRST_OPEN_MS : Telemetry::AUDIOSTREAM_LATER_OPEN_MS, timeDelta.ToMilliseconds()); } return NS_OK; }
/*static*/ int AudioStream::MaxNumberOfChannels() { cubeb* cubebContext = GetCubebContext(); uint32_t maxNumberOfChannels; if (cubebContext && cubeb_get_max_channel_count(cubebContext, &maxNumberOfChannels) == CUBEB_OK) { return static_cast<int>(maxNumberOfChannels); } return 0; }
int AudioStream::MaxNumberOfChannels() { uint32_t maxNumberOfChannels, rv; rv = cubeb_get_max_channel_count(GetCubebContext(), &maxNumberOfChannels); if (rv != CUBEB_OK) { return 0; } return static_cast<int>(maxNumberOfChannels); }
uint32_t MaxNumberOfChannels() { cubeb* cubebContext = GetCubebContext(); uint32_t maxNumberOfChannels; if (cubebContext && cubeb_get_max_channel_count(cubebContext, &maxNumberOfChannels) == CUBEB_OK) { return maxNumberOfChannels; } return 0; }
void GetCurrentBackend(nsAString& aBackend) { cubeb* cubebContext = GetCubebContext(); if (cubebContext) { const char* backend = cubeb_get_backend_id(cubebContext); if (backend) { aBackend.AssignASCII(backend); return; } } aBackend.AssignLiteral("unknown"); }
// This code used to live inside AudioStream::Init(), but on Mac (others?) // it has been known to take 300-800 (or even 8500) ms to execute(!) nsresult AudioStream::OpenCubeb(cubeb_stream_params &aParams, LatencyRequest aLatencyRequest) { cubeb* cubebContext = GetCubebContext(); if (!cubebContext) { MonitorAutoLock mon(mMonitor); mState = AudioStream::ERRORED; return NS_ERROR_FAILURE; } // If the latency pref is set, use it. Otherwise, if this stream is intended // for low latency playback, try to get the lowest latency possible. // Otherwise, for normal streams, use 100ms. uint32_t latency; if (aLatencyRequest == LowLatency && !CubebLatencyPrefSet()) { if (cubeb_get_min_latency(cubebContext, aParams, &latency) != CUBEB_OK) { latency = GetCubebLatency(); } } else { latency = GetCubebLatency(); } { cubeb_stream* stream; if (cubeb_stream_init(cubebContext, &stream, "AudioStream", aParams, latency, DataCallback_S, StateCallback_S, this) == CUBEB_OK) { MonitorAutoLock mon(mMonitor); mCubebStream.own(stream); // Make sure we weren't shut down while in flight! if (mState == SHUTDOWN) { mCubebStream.reset(); LOG(("AudioStream::OpenCubeb() %p Shutdown while opening cubeb", this)); return NS_ERROR_FAILURE; } // We can't cubeb_stream_start() the thread from a transient thread due to // cubeb API requirements (init can be called from another thread, but // not start/stop/destroy/etc) } else { MonitorAutoLock mon(mMonitor); mState = ERRORED; LOG(("AudioStream::OpenCubeb() %p failed to init cubeb", this)); return NS_ERROR_FAILURE; } } return NS_OK; }
nsresult nsBufferedAudioStream::Init(int32_t aNumChannels, int32_t aRate, const dom::AudioChannelType aAudioChannelType) { cubeb* cubebContext = GetCubebContext(); if (!cubebContext || aNumChannels < 0 || aRate < 0) { return NS_ERROR_FAILURE; } mRate = aRate; mChannels = aNumChannels; cubeb_stream_params params; params.rate = aRate; params.channels = aNumChannels; if (AUDIO_OUTPUT_FORMAT == AUDIO_FORMAT_S16) { params.format = CUBEB_SAMPLE_S16NE; } else { params.format = CUBEB_SAMPLE_FLOAT32NE; } mBytesPerFrame = sizeof(AudioDataValue) * aNumChannels; { cubeb_stream* stream; if (cubeb_stream_init(cubebContext, &stream, "nsBufferedAudioStream", params, GetCubebLatency(), DataCallback_S, StateCallback_S, this) == CUBEB_OK) { mCubebStream.own(stream); } } if (!mCubebStream) { return NS_ERROR_FAILURE; } // Size mBuffer for one second of audio. This value is arbitrary, and was // selected based on the observed behaviour of the existing AudioStream // implementations. uint32_t bufferLimit = aRate * mBytesPerFrame; NS_ABORT_IF_FALSE(bufferLimit % mBytesPerFrame == 0, "Must buffer complete frames"); mBuffer.SetCapacity(bufferLimit); return NS_OK; }
// NOTE: this must not block a LowLatency stream for any significant amount // of time, or it will block the entirety of MSG nsresult AudioStream::Init(int32_t aNumChannels, int32_t aRate, const dom::AudioChannel aAudioChannel, LatencyRequest aLatencyRequest) { mStartTime = TimeStamp::Now(); mIsFirst = GetFirstStream(); if (!GetCubebContext() || aNumChannels < 0 || aRate < 0) { return NS_ERROR_FAILURE; } PR_LOG(gAudioStreamLog, PR_LOG_DEBUG, ("%s channels: %d, rate: %d for %p", __FUNCTION__, aNumChannels, aRate, this)); mInRate = mOutRate = aRate; mChannels = aNumChannels; mOutChannels = (aNumChannels > 2) ? 2 : aNumChannels; mLatencyRequest = aLatencyRequest; mDumpFile = OpenDumpFile(this); cubeb_stream_params params; params.rate = aRate; params.channels = mOutChannels; #if defined(__ANDROID__) #if defined(MOZ_B2G) params.stream_type = ConvertChannelToCubebType(aAudioChannel); #else params.stream_type = CUBEB_STREAM_TYPE_MUSIC; #endif if (params.stream_type == CUBEB_STREAM_TYPE_MAX) { return NS_ERROR_INVALID_ARG; } #endif if (AUDIO_OUTPUT_FORMAT == AUDIO_FORMAT_S16) { params.format = CUBEB_SAMPLE_S16NE; } else { params.format = CUBEB_SAMPLE_FLOAT32NE; } mBytesPerFrame = sizeof(AudioDataValue) * mOutChannels; mAudioClock.Init(); // Size mBuffer for one second of audio. This value is arbitrary, and was // selected based on the observed behaviour of the existing AudioStream // implementations. uint32_t bufferLimit = FramesToBytes(aRate); NS_ABORT_IF_FALSE(bufferLimit % mBytesPerFrame == 0, "Must buffer complete frames"); mBuffer.SetCapacity(bufferLimit); if (aLatencyRequest == LowLatency) { // Don't block this thread to initialize a cubeb stream. // When this is done, it will start callbacks from Cubeb. Those will // cause us to move from INITIALIZED to RUNNING. Until then, we // can't access any cubeb functions. // Use a RefPtr to avoid leaks if Dispatch fails RefPtr<AudioInitTask> init = new AudioInitTask(this, aLatencyRequest, params); init->Dispatch(); return NS_OK; } // High latency - open synchronously nsresult rv = OpenCubeb(params, aLatencyRequest); // See if we need to start() the stream, since we must do that from this // thread for now (cubeb API issue) { MonitorAutoLock mon(mMonitor); CheckForStart(); } return rv; }
nsresult AudioStream::Init(int32_t aNumChannels, int32_t aRate, const dom::AudioChannelType aAudioChannelType, LatencyRequest aLatencyRequest) { cubeb* cubebContext = GetCubebContext(); if (!cubebContext || aNumChannels < 0 || aRate < 0) { return NS_ERROR_FAILURE; } PR_LOG(gAudioStreamLog, PR_LOG_DEBUG, ("%s channels: %d, rate: %d", __FUNCTION__, aNumChannels, aRate)); mInRate = mOutRate = aRate; mChannels = aNumChannels; mOutChannels = (aNumChannels > 2) ? 2 : aNumChannels; mLatencyRequest = aLatencyRequest; mDumpFile = OpenDumpFile(this); cubeb_stream_params params; params.rate = aRate; params.channels = mOutChannels; #if defined(__ANDROID__) #if defined(MOZ_B2G) params.stream_type = ConvertChannelToCubebType(aAudioChannelType); #else params.stream_type = CUBEB_STREAM_TYPE_MUSIC; #endif if (params.stream_type == CUBEB_STREAM_TYPE_MAX) { return NS_ERROR_INVALID_ARG; } #endif if (AUDIO_OUTPUT_FORMAT == AUDIO_FORMAT_S16) { params.format = CUBEB_SAMPLE_S16NE; } else { params.format = CUBEB_SAMPLE_FLOAT32NE; } mBytesPerFrame = sizeof(AudioDataValue) * mOutChannels; mAudioClock.Init(); // If the latency pref is set, use it. Otherwise, if this stream is intended // for low latency playback, try to get the lowest latency possible. // Otherwise, for normal streams, use 100ms. uint32_t latency; if (aLatencyRequest == LowLatency && !CubebLatencyPrefSet()) { if (cubeb_get_min_latency(cubebContext, params, &latency) != CUBEB_OK) { latency = GetCubebLatency(); } } else { latency = GetCubebLatency(); } { cubeb_stream* stream; if (cubeb_stream_init(cubebContext, &stream, "AudioStream", params, latency, DataCallback_S, StateCallback_S, this) == CUBEB_OK) { mCubebStream.own(stream); } } if (!mCubebStream) { return NS_ERROR_FAILURE; } // Size mBuffer for one second of audio. This value is arbitrary, and was // selected based on the observed behaviour of the existing AudioStream // implementations. uint32_t bufferLimit = FramesToBytes(aRate); NS_ABORT_IF_FALSE(bufferLimit % mBytesPerFrame == 0, "Must buffer complete frames"); mBuffer.SetCapacity(bufferLimit); // Start the stream right away when low latency has been requested. This means // that the DataCallback will feed silence to cubeb, until the first frames // are writtent to this AudioStream. if (mLatencyRequest == LowLatency) { Start(); } return NS_OK; }