예제 #1
0
void
AudioSink::AudioLoop()
{
  AssertOnAudioThread();
  SINK_LOG("AudioLoop started");

  if (NS_FAILED(InitializeAudioStream())) {
    NS_WARNING("Initializing AudioStream failed.");
    mStateMachine->DispatchOnAudioSinkError();
    return;
  }

  while (1) {
    {
      ReentrantMonitorAutoEnter mon(GetReentrantMonitor());
      WaitForAudioToPlay();
      if (!IsPlaybackContinuing()) {
        break;
      }
    }
    // See if there's a gap in the audio. If there is, push silence into the
    // audio hardware, so we can play across the gap.
    // Calculate the timestamp of the next chunk of audio in numbers of
    // samples.
    NS_ASSERTION(AudioQueue().GetSize() > 0, "Should have data to play");
    CheckedInt64 sampleTime = UsecsToFrames(AudioQueue().PeekFront()->mTime, mInfo.mRate);

    // Calculate the number of frames that have been pushed onto the audio hardware.
    CheckedInt64 playedFrames = UsecsToFrames(mStartTime, mInfo.mRate) + mWritten;

    CheckedInt64 missingFrames = sampleTime - playedFrames;
    if (!missingFrames.isValid() || !sampleTime.isValid()) {
      NS_WARNING("Int overflow adding in AudioLoop");
      break;
    }

    if (missingFrames.value() > AUDIO_FUZZ_FRAMES) {
      // The next audio chunk begins some time after the end of the last chunk
      // we pushed to the audio hardware. We must push silence into the audio
      // hardware so that the next audio chunk begins playback at the correct
      // time.
      missingFrames = std::min<int64_t>(UINT32_MAX, missingFrames.value());
      mWritten += PlaySilence(static_cast<uint32_t>(missingFrames.value()));
    } else {
      mWritten += PlayFromAudioQueue();
    }
    int64_t endTime = GetEndTime();
    if (endTime != -1) {
      mOnAudioEndTimeUpdateTask->Dispatch(endTime);
    }
  }
  ReentrantMonitorAutoEnter mon(GetReentrantMonitor());
  MOZ_ASSERT(mStopAudioThread || AudioQueue().AtEndOfStream());
  if (!mStopAudioThread && mPlaying) {
    Drain();
  }
  SINK_LOG("AudioLoop complete");
  Cleanup();
  SINK_LOG("AudioLoop exit");
}
예제 #2
0
bool
DecodedAudioDataSink::PlayAudio()
{
  // See if there's a gap in the audio. If there is, push silence into the
  // audio hardware, so we can play across the gap.
  // Calculate the timestamp of the next chunk of audio in numbers of
  // samples.
  NS_ASSERTION(AudioQueue().GetSize() > 0, "Should have data to play");
  CheckedInt64 sampleTime = UsecsToFrames(AudioQueue().PeekFront()->mTime, mInfo.mRate);

  // Calculate the number of frames that have been pushed onto the audio hardware.
  CheckedInt64 playedFrames = UsecsToFrames(mStartTime, mInfo.mRate) +
                              static_cast<int64_t>(mWritten);

  CheckedInt64 missingFrames = sampleTime - playedFrames;
  if (!missingFrames.isValid() || !sampleTime.isValid()) {
    NS_WARNING("Int overflow adding in AudioLoop");
    return false;
  }

  if (missingFrames.value() > AUDIO_FUZZ_FRAMES) {
    // The next audio chunk begins some time after the end of the last chunk
    // we pushed to the audio hardware. We must push silence into the audio
    // hardware so that the next audio chunk begins playback at the correct
    // time.
    missingFrames = std::min<int64_t>(UINT32_MAX, missingFrames.value());
    mWritten += PlaySilence(static_cast<uint32_t>(missingFrames.value()));
  } else {
    mWritten += PlayFromAudioQueue();
  }

  return true;
}
예제 #3
0
void CMMFDataPath2::FillSourceBufferL()
	{
	__ASSERT_DEBUG((iState == EPlaying || iState == EConverting || iState == ERecording || (iState == EPrimed && iPauseCalled && iIsUsingResumeSupport) ), Panic(EMMFDataPathPanicBadState,__LINE__)); 

	//if the silence timer is active then dont propagate the request
	if(iRepeatTrailingSilenceTimer->IsActive())
		{
		return;
		}
	
	//play the silence period and dont propagate the request
	if(iTrailingSilenceLeftToPlay>0 || iVerifyPlayComplete)
		{
		if(iVerifyPlayComplete)//case when the trailing silence is zero
			{
			if (!*iDisableAutoIntent && iDrmSource)
				{
				CMMFFile* file = static_cast<CMMFFile*>(iDrmSource);
				TInt err = file->ExecuteIntent(ContentAccess::EPlay);
				if (err != KErrNone)
					{
					DoSendEventToClient(KMMFEventCategoryPlaybackComplete, err);
					return;
					}
				}
			
			//Retrieve the current play time and add "duration-currentplaytime" to the silence period
			//This is to ensure that silence timer is not started before the previous play is actually completed by the devsound
			TTimeIntervalMicroSeconds currentTime = CalculateAudioOutputPosition();
			if(currentTime.Int64()>iPlayWindowStartPosition.Int64())
				{
				iTimeLeftToPlayComplete = iPlayWindowEndPosition.Int64()-currentTime.Int64();
				}
			else
				{
				iTimeLeftToPlayComplete = 0;
				}

			iVerifyPlayComplete = EFalse;
			}
		if(iTrailingSilenceLeftToPlay==0 && iTimeLeftToPlayComplete==0)
			{
			SetPositionL(iPlayWindowStartPosition);
			iTimeLeftToPlayComplete=-1;
			}
		else
			{
			PlaySilence();
			return;
			}
		}
	
	DoFillSourceBufferL();
	}
예제 #4
0
TInt CMMFDataPath2::DoRepeatTrailingSilenceTimerCompleteL()
	{
	//cancel this periodic timer
	iRepeatTrailingSilenceTimer->Cancel();
	if(iTimeLeftToPlayComplete.Int64()>0)
		{
		iTimeLeftToPlayComplete=0;
		}
		
	if (iTrailingSilenceLeftToPlay.Int64() > 0)
		{
		PlaySilence();
		}
	else
		{
		SetPositionL(iPlayWindowStartPosition);
		iTimeLeftToPlayComplete=-1;
		FillSourceBufferL();		
		}
	return KErrNone;
	}
예제 #5
0
uint32_t
DecodedAudioDataSink::PlayFromAudioQueue()
{
  AssertOnAudioThread();
  NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
  nsRefPtr<AudioData> audio =
    dont_AddRef(AudioQueue().PopFront().take()->As<AudioData>());

  SINK_LOG_V("playing %u frames of audio at time %lld",
             audio->mFrames, audio->mTime);
  if (audio->mRate == mInfo.mRate && audio->mChannels == mInfo.mChannels) {
    mAudioStream->Write(audio->mAudioData, audio->mFrames);
  } else {
    SINK_LOG_V("mismatched sample format mInfo=[%uHz/%u channels] audio=[%uHz/%u channels]",
               mInfo.mRate, mInfo.mChannels, audio->mRate, audio->mChannels);
    PlaySilence(audio->mFrames);
  }

  StartAudioStreamPlaybackIfNeeded();

  return audio->mFrames;
}
예제 #6
0
uint32_t
AudioSink::PlayFromAudioQueue()
{
  AssertOnAudioThread();
  NS_ASSERTION(!mAudioStream->IsPaused(), "Don't play when paused");
  nsRefPtr<AudioData> audio(AudioQueue().PopFront());

  SINK_LOG_V("playing %u frames of audio at time %lld",
             audio->mFrames, audio->mTime);
  if (audio->mRate == mInfo.mRate && audio->mChannels == mInfo.mChannels) {
    mAudioStream->Write(audio->mAudioData, audio->mFrames);
  } else {
    SINK_LOG_V("mismatched sample format mInfo=[%uHz/%u channels] audio=[%uHz/%u channels]",
               mInfo.mRate, mInfo.mChannels, audio->mRate, audio->mChannels);
    PlaySilence(audio->mFrames);
  }

  StartAudioStreamPlaybackIfNeeded();

  if (audio->mOffset != -1) {
    mStateMachine->DispatchOnPlaybackOffsetUpdate(audio->mOffset);
  }
  return audio->mFrames;
}