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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// AudioRendererAlgorithm buffers and transforms audio data. The owner of
// this object provides audio data to the object through EnqueueBuffer() and
// requests data from the buffer via FillBuffer(). The owner also sets the
// playback rate, and the AudioRendererAlgorithm will stretch or compress the
// buffered audio as necessary to match the playback rate when fulfilling
// FillBuffer() requests.
//
// This class is *not* thread-safe. Calls to enqueue and retrieve data must be
// locked if called from multiple threads.
//
// AudioRendererAlgorithm uses a simple pitch-preservation algorithm to
// stretch and compress audio data to meet playback speeds less than and
// greater than the natural playback of the audio stream.
//
// Audio at very low or very high playback rates are muted to preserve quality.
#ifndef MEDIA_FILTERS_AUDIO_RENDERER_ALGORITHM_H_
#define MEDIA_FILTERS_AUDIO_RENDERER_ALGORITHM_H_
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "media/audio/audio_parameters.h"
#include "media/base/audio_buffer.h"
#include "media/base/audio_buffer_queue.h"
namespace media {
class AudioBus;
class MEDIA_EXPORT AudioRendererAlgorithm {
public:
AudioRendererAlgorithm();
~AudioRendererAlgorithm();
// Initializes this object with information about the audio stream.
void Initialize(float initial_playback_rate, const AudioParameters& params);
// Tries to fill |requested_frames| frames into |dest| with possibly scaled
// data from our |audio_buffer_|. Data is scaled based on the playback rate,
// using a variation of the Overlap-Add method to combine sample windows.
//
// Data from |audio_buffer_| is consumed in proportion to the playback rate.
//
// Returns the number of frames copied into |dest|. May request more reads via
// |request_read_cb_| before returning.
int FillBuffer(AudioBus* dest, int requested_frames);
// Clears |audio_buffer_|.
void FlushBuffers();
// Returns the time of the next byte in our data or kNoTimestamp() if current
// time is unknown.
base::TimeDelta GetTime();
// Enqueues a buffer. It is called from the owner of the algorithm after a
// read completes.
void EnqueueBuffer(const scoped_refptr<AudioBuffer>& buffer_in);
float playback_rate() const { return playback_rate_; }
void SetPlaybackRate(float new_rate);
// Returns true if |audio_buffer_| is at or exceeds capacity.
bool IsQueueFull();
// Returns the capacity of |audio_buffer_| in frames.
int QueueCapacity() const { return capacity_; }
// Increase the capacity of |audio_buffer_| if possible.
void IncreaseQueueCapacity();
// Returns the number of frames left in |audio_buffer_|, which may be larger
// than QueueCapacity() in the event that EnqueueBuffer() delivered more data
// than |audio_buffer_| was intending to hold.
int frames_buffered() { return audio_buffer_.frames(); }
// Returns the samples per second for this audio stream.
int samples_per_second() { return samples_per_second_; }
// Is the sound currently muted?
bool is_muted() { return muted_; }
private:
// Fills |dest| with up to |requested_frames| frames of audio data at faster
// than normal speed. Returns the number of frames inserted into |dest|. If
// not enough data available, returns 0.
//
// When the audio playback is > 1.0, we use a variant of Overlap-Add to squish
// audio output while preserving pitch. Essentially, we play a bit of audio
// data at normal speed, then we "fast forward" by dropping the next bit of
// audio data, and then we stich the pieces together by crossfading from one
// audio chunk to the next.
int OutputFasterPlayback(AudioBus* dest,
int dest_offset,
int requested_frames,
int input_step,
int output_step);
// Fills |dest| with up to |requested_frames| frames of audio data at slower
// than normal speed. Returns the number of frames inserted into |dest|. If
// not enough data available, returns 0.
//
// When the audio playback is < 1.0, we use a variant of Overlap-Add to
// stretch audio output while preserving pitch. This works by outputting a
// segment of audio data at normal speed. The next audio segment then starts
// by repeating some of the audio data from the previous audio segment.
// Segments are stiched together by crossfading from one audio chunk to the
// next.
int OutputSlowerPlayback(AudioBus* dest,
int dest_offset,
int requested_frames,
int input_step,
int output_step);
// Resets the window state to the start of a new window.
void ResetWindow();
// Does a linear crossfade from |intro| into |outtro| for one frame.
void CrossfadeFrame(AudioBus* intro,
int intro_offset,
AudioBus* outtro,
int outtro_offset,
int fade_offset);
// Number of channels in audio stream.
int channels_;
// Sample rate of audio stream.
int samples_per_second_;
// Used by algorithm to scale output.
float playback_rate_;
// Buffered audio data.
AudioBufferQueue audio_buffer_;
// Length for crossfade in frames.
int frames_in_crossfade_;
// The current location in the audio window, between 0 and |window_size_|.
// When |index_into_window_| reaches |window_size_|, the window resets.
// Indexed by frame.
int index_into_window_;
// The frame number in the crossfade.
int crossfade_frame_number_;
// True if the audio should be muted.
bool muted_;
// If muted, keep track of partial frames that should have been skipped over.
double muted_partial_frame_;
// Temporary buffer to hold crossfade data.
scoped_ptr<AudioBus> crossfade_buffer_;
// Window size, in frames (calculated from audio properties).
int window_size_;
// How many frames to have in the queue before we report the queue is full.
int capacity_;
DISALLOW_COPY_AND_ASSIGN(AudioRendererAlgorithm);
};
} // namespace media
#endif // MEDIA_FILTERS_AUDIO_RENDERER_ALGORITHM_H_