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authordalecurtis@chromium.org <dalecurtis@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-06-28 22:42:05 +0000
committerdalecurtis@chromium.org <dalecurtis@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-06-28 22:42:05 +0000
commit7953ef8eea2001287dbd233421226ad3f0e16448 (patch)
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parent57ec6e9bd7de2a4c9cb1c795a1fc913f984d5098 (diff)
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Lays the base work and initial unit tests for renderer side audio mixing! Right
now nothing except unit tests are plumbed since mixing has poor performance with the large buffer sizes we're currently using; I.e., for a 140ms clip we attempt to render the full 170ms buffer, adding 30ms of overhead to the pipeline. Once another CL introduces resampling we can switch over to the low latency path for audio and turn on mixing at the same time. Chris also has some other ideas on how we might fix this prior to introducing resampling. Design revolves around each renderer creating an AudioRendererMixerInput which funnels into a common AudioRendererMixer (based on the AudioParameters each AudioRendererMixerInput is configured with). Each AudioRendererMixer owns a single AudioDevice which output from each AudioRendererMixerInput is mixed into. As mentioned above, for the initial landing of this CL the code which creates an AudioRendererMixerInput in RenderAudioSourceProvider has been disabled. Please look at https://chromiumcodereview.appspot.com/10636036/ if you're interested in what this looks like. BUG=133637 TEST=unit tests. audio_latency_perf. drum machine. manual testing. asan. Review URL: https://chromiumcodereview.appspot.com/10544130 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@144819 0039d316-1c4b-4281-b951-d872f2087c98
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