Пример #1
0
long
AudioCallbackDriver::DataCallback(AudioDataValue* aBuffer, long aFrames)
{
    bool stillProcessing;

    if (mPauseRequested) {
        PodZero(aBuffer, aFrames * mGraphImpl->AudioChannelCount());
        return aFrames;
    }

#ifdef XP_MACOSX
    if (OSXDeviceSwitchingWorkaround()) {
        PodZero(aBuffer, aFrames * mGraphImpl->AudioChannelCount());
        return aFrames;
    }
#endif

#ifdef DEBUG
    // DebugOnly<> doesn't work here... it forces an initialization that will cause
    // mInCallback to be set back to false before we exit the statement.  Do it by
    // hand instead.
    AutoInCallback aic(this);
#endif

    GraphTime stateComputedTime = StateComputedTime();
    if (stateComputedTime == 0) {
        MonitorAutoLock mon(mGraphImpl->GetMonitor());
        // Because this function is called during cubeb_stream_init (to prefill the
        // audio buffers), it can be that we don't have a message here (because this
        // driver is the first one for this graph), and the graph would exit. Simply
        // return here until we have messages.
        if (!mGraphImpl->MessagesQueued()) {
            PodZero(aBuffer, aFrames * mGraphImpl->AudioChannelCount());
            return aFrames;
        }
        mGraphImpl->SwapMessageQueues();
    }

    uint32_t durationMS = aFrames * 1000 / mSampleRate;

    // For now, simply average the duration with the previous
    // duration so there is some damping against sudden changes.
    if (!mIterationDurationMS) {
        mIterationDurationMS = durationMS;
    } else {
        mIterationDurationMS = (mIterationDurationMS*3) + durationMS;
        mIterationDurationMS /= 4;
    }

    mBuffer.SetBuffer(aBuffer, aFrames);
    // fill part or all with leftover data from last iteration (since we
    // align to Audio blocks)
    mScratchBuffer.Empty(mBuffer);
    // if we totally filled the buffer (and mScratchBuffer isn't empty),
    // we don't need to run an iteration and if we do so we may overflow.
    if (mBuffer.Available()) {

        // State computed time is decided by the audio callback's buffer length. We
        // compute the iteration start and end from there, trying to keep the amount
        // of buffering in the graph constant.
        GraphTime nextStateComputedTime =
            mGraphImpl->RoundUpToNextAudioBlock(stateComputedTime + mBuffer.Available());

        mIterationStart = mIterationEnd;
        // inGraph is the number of audio frames there is between the state time and
        // the current time, i.e. the maximum theoretical length of the interval we
        // could use as [mIterationStart; mIterationEnd].
        GraphTime inGraph = stateComputedTime - mIterationStart;
        // We want the interval [mIterationStart; mIterationEnd] to be before the
        // interval [stateComputedTime; nextStateComputedTime]. We also want
        // the distance between these intervals to be roughly equivalent each time, to
        // ensure there is no clock drift between current time and state time. Since
        // we can't act on the state time because we have to fill the audio buffer, we
        // reclock the current time against the state time, here.
        mIterationEnd = mIterationStart + 0.8 * inGraph;

        STREAM_LOG(LogLevel::Debug, ("interval[%ld; %ld] state[%ld; %ld] (frames: %ld) (durationMS: %u) (duration ticks: %ld)\n",
                                     (long)mIterationStart, (long)mIterationEnd,
                                     (long)stateComputedTime, (long)nextStateComputedTime,
                                     (long)aFrames, (uint32_t)durationMS,
                                     (long)(nextStateComputedTime - stateComputedTime)));

        mCurrentTimeStamp = TimeStamp::Now();

        if (stateComputedTime < mIterationEnd) {
            STREAM_LOG(LogLevel::Warning, ("Media graph global underrun detected"));
            mIterationEnd = stateComputedTime;
        }

        stillProcessing = mGraphImpl->OneIteration(nextStateComputedTime);
    } else {
        NS_WARNING("DataCallback buffer filled entirely from scratch buffer, skipping iteration.");
        stillProcessing = true;
    }

    mBuffer.BufferFilled();

    if (mNextDriver && stillProcessing) {
        {
            // If the audio stream has not been started by the previous driver or
            // the graph itself, keep it alive.
            MonitorAutoLock mon(mGraphImpl->GetMonitor());
            if (!IsStarted()) {
                return aFrames;
            }
        }
        STREAM_LOG(LogLevel::Debug, ("Switching to system driver."));
        mNextDriver->SetGraphTime(this, mIterationStart, mIterationEnd);
        mGraphImpl->SetCurrentDriver(mNextDriver);
        mNextDriver->Start();
        // Returning less than aFrames starts the draining and eventually stops the
        // audio thread. This function will never get called again.
        return aFrames - 1;
    }

    if (!stillProcessing) {
        LIFECYCLE_LOG("Stopping audio thread for MediaStreamGraph %p", this);
        return aFrames - 1;
    }
    return aFrames;
}
Пример #2
0
long
AudioCallbackDriver::DataCallback(AudioDataValue* aBuffer, long aFrames)
{
  bool stillProcessing;

  if (mPauseRequested) {
    PodZero(aBuffer, aFrames * mGraphImpl->AudioChannelCount());
    return aFrames;
  }

  DebugOnly<AutoInCallback> aic(AutoInCallback(this));

  if (mStateComputedTime == 0) {
    MonitorAutoLock mon(mGraphImpl->GetMonitor());
    // Because this function is called during cubeb_stream_init (to prefill the
    // audio buffers), it can be that we don't have a message here (because this
    // driver is the first one for this graph), and the graph would exit. Simply
    // return here until we have messages.
    if (!mGraphImpl->MessagesQueued()) {
      PodZero(aBuffer, aFrames * mGraphImpl->AudioChannelCount());
      return aFrames;
    }
    mGraphImpl->SwapMessageQueues();
  }

  uint32_t durationMS = aFrames * 1000 / mSampleRate;

  // For now, simply average the duration with the previous
  // duration so there is some damping against sudden changes.
  if (!mIterationDurationMS) {
    mIterationDurationMS = durationMS;
  } else {
    mIterationDurationMS += durationMS;
    mIterationDurationMS /= 2;
  }

  mBuffer.SetBuffer(aBuffer, aFrames);

  mScratchBuffer.Empty(mBuffer);

  mStateComputedTime = mNextStateComputedTime;

  // State computed time is decided by the audio callback's buffer length. We
  // compute the iteration start and end from there, trying to keep the amount
  // of buffering in the graph constant.
  mNextStateComputedTime =
    mGraphImpl->RoundUpToNextAudioBlock(mStateComputedTime + mBuffer.Available());

  mIterationStart = mIterationEnd;
  // inGraph is the number of audio frames there is between the state time and
  // the current time, i.e. the maximum theoretical length of the interval we
  // could use as [mIterationStart; mIterationEnd].
  GraphTime inGraph = mStateComputedTime - mIterationStart;
  // We want the interval [mIterationStart; mIterationEnd] to be before the
  // interval [mStateComputedTime; mNextStateComputedTime]. We also want
  // the distance between these intervals to be roughly equivalent each time, to
  // ensure there is no clock drift between current time and state time. Since
  // we can't act on the state time because we have to fill the audio buffer, we
  // reclock the current time against the state time, here.
  mIterationEnd = mIterationStart + 0.8 * inGraph;

  STREAM_LOG(PR_LOG_DEBUG, ("interval[%ld; %ld] state[%ld; %ld] (frames: %ld) (durationMS: %u) (duration ticks: %ld)\n",
             (long)mIterationStart, (long)mIterationEnd,
             (long)mStateComputedTime, (long)mNextStateComputedTime,
             (long)aFrames, (uint32_t)durationMS,
             (long)(mNextStateComputedTime - mStateComputedTime)));

  mCurrentTimeStamp = TimeStamp::Now();

  if (mStateComputedTime < mIterationEnd) {
    STREAM_LOG(PR_LOG_WARNING, ("Media graph global underrun detected"));
    mIterationEnd = mStateComputedTime;
  }

  stillProcessing = mGraphImpl->OneIteration(mIterationStart,
                                             mIterationEnd,
                                             mStateComputedTime,
                                             mNextStateComputedTime);

  mBuffer.BufferFilled();

  if (mNextDriver && stillProcessing) {
    {
      // If the audio stream has not been started by the previous driver or
      // the graph itself, keep it alive.
      MonitorAutoLock mon(mGraphImpl->GetMonitor());
      if (!IsStarted()) {
        return aFrames;
      }
    }
    STREAM_LOG(PR_LOG_DEBUG, ("Switching to system driver."));
    mNextDriver->SetGraphTime(this, mIterationStart, mIterationEnd,
                               mStateComputedTime, mNextStateComputedTime);
    mGraphImpl->SetCurrentDriver(mNextDriver);
    mNextDriver->Start();
    // Returning less than aFrames starts the draining and eventually stops the
    // audio thread. This function will never get called again.
    return aFrames - 1;
  }

  if (!stillProcessing) {
    LIFECYCLE_LOG("Stopping audio thread for MediaStreamGraph %p", this);
    return aFrames - 1;
  }
  return aFrames;
}