// Copyright (c) 2014 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. #ifndef MEDIA_BASE_AUDIO_SHIFTER_H #define MEDIA_BASE_AUDIO_SHIFTER_H #include #include #include "base/memory/linked_ptr.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "media/base/media_export.h" #include "media/base/multi_channel_resampler.h" namespace media { class AudioBus; class ClockSmoother; // This class works like a buffer between a push based audio source // and a pull-based audio sink. The source and sink should operate // at nominally the same rate, but since they may run on different // hardware clocks, the rate may differ a little. If left unchecked, // this difference will first cause lip sync issues between audio // and video and eventually it will cause buffer overruns/underruns. // This class solves all that by dynamically resampling the audio // so that both input and output sources are happy. // // A note about TimeTicks. The playout_time specified in Push and // Pull calls must come from the same timeline. That timeline can // be anything you choose as it is never compared to any real-world // clocks, but they must come from the same clock. Specifically, // specifying samples / rate as the playout time in Push() or Pull() // will NOT work. // class MEDIA_EXPORT AudioShifter { public: // |max_buffer_size| is how much audio we are allowed to buffer. // Often, this can be set fairly large as Push() will limit the // size when it specifies when to play the audio. // |clock_accuracy| is used to determine if a skip has occured // in the audio (as opposed to an inaccuracy in the timestamp.) // It also limits the smallest amount of buffering allowed. // |adjustement_time| specifies how long time should be used // to adjust the audio. This should normally at least a few // seconds. The larger the value, the smoother and less audible // the transitions will be. (But it means that perfect audio // sync will take longer to achive.) // |rate| is audio frames per second, eg 48000. // |channels| is number of channels in input and output audio. // TODO(hubbe): Allow input rate and output rate to be different // since we're going to be resampling anyways. AudioShifter(base::TimeDelta max_buffer_size, base::TimeDelta clock_accuracy, base::TimeDelta adjustment_time, int rate, int channels); ~AudioShifter(); int sample_rate() const { return rate_; } int channels() const { return channels_; } // Push Audio into the shifter. All inputs must have the same number of // channels, but bus size can vary. The playout time can be noisy and // does not have to line up perfectly with the number of samples pushed // so far. However, the playout_time in Push calls and Pull calls must // not diverge over time. // Given audio from an a microphone, a reasonable way to calculate // playout_time would be now + 30ms. // Ideally playout_time is some time in the future, in which case // the samples will be buffered until the approperiate time. If // playout_time is in the past, everything will still work, and we'll // try to keep the buffring to a minimum. void Push(scoped_ptr input, base::TimeTicks playout_time); // Fills out |output| with samples. Tries to stretch/shrink the audio // to compensate for drift between input and output. // If called from an output device data pull, a reasonable way to // calculate playout_time would be now + audio pipeline delay. void Pull(AudioBus* output, base::TimeTicks playout_time); private: void Zero(AudioBus* output); void ResamplerCallback(int frame_delay, AudioBus* destination); struct AudioQueueEntry { AudioQueueEntry(base::TimeTicks target_playout_time_, scoped_ptr audio_); AudioQueueEntry(const AudioQueueEntry& other); ~AudioQueueEntry(); base::TimeTicks target_playout_time; linked_ptr audio; }; typedef std::deque AudioShifterQueue; // Set from constructor. const base::TimeDelta max_buffer_size_; const base::TimeDelta clock_accuracy_; const base::TimeDelta adjustment_time_; const int rate_; const int channels_; // The clock smoothers are used to smooth out timestamps // and adjust for drift and inaccurate clocks. scoped_ptr input_clock_smoother_; scoped_ptr output_clock_smoother_; // Are we currently outputting data? bool running_; // Number of frames already consumed from |queue_|. size_t position_; // Queue of data provided to us. AudioShifterQueue queue_; // Timestamp from alst Pull() call. base::TimeTicks previous_playout_time_; // Number of rames requested in last Pull call. size_t previous_requested_samples_; // Timestamp at the end of last audio bus // consumed by resampler. base::TimeTicks end_of_last_consumed_audiobus_; // If Push() timestamps are in the past, we have to decidede the playout delay // ourselves. The delay is then stored here. base::TimeDelta bias_; // Resampler. MultiChannelResampler resampler_; // Current resampler ratio. double current_ratio_; }; } // namespace media #endif // MEDIA_BASE_AUDIO_SHIFTER_H