// 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. // Audio rendering unit utilizing an AudioRendererSink to output data. // // This class lives inside three threads during it's lifetime, namely: // 1. Render thread // Where the object is created. // 2. Media thread (provided via constructor) // All AudioDecoder methods are called on this thread. // 3. Audio thread created by the AudioRendererSink. // Render() is called here where audio data is decoded into raw PCM data. // // AudioRendererImpl talks to an AudioRendererAlgorithm that takes care of // queueing audio data and stretching/shrinking audio data when playback rate != // 1.0 or 0.0. #ifndef MEDIA_FILTERS_AUDIO_RENDERER_IMPL_H_ #define MEDIA_FILTERS_AUDIO_RENDERER_IMPL_H_ #include <deque> #include "base/gtest_prod_util.h" #include "base/memory/weak_ptr.h" #include "base/synchronization/lock.h" #include "media/base/audio_decoder.h" #include "media/base/audio_renderer.h" #include "media/base/audio_renderer_sink.h" #include "media/base/decryptor.h" #include "media/filters/audio_renderer_algorithm.h" #include "media/filters/decoder_stream.h" namespace base { class SingleThreadTaskRunner; } namespace media { class AudioBus; class AudioBufferConverter; class AudioSplicer; class DecryptingDemuxerStream; class AudioHardwareConfig; class MEDIA_EXPORT AudioRendererImpl : public AudioRenderer, NON_EXPORTED_BASE(public AudioRendererSink::RenderCallback) { public: // |task_runner| is the thread on which AudioRendererImpl will execute. // // |sink| is used as the destination for the rendered audio. // // |decoders| contains the AudioDecoders to use when initializing. // // |set_decryptor_ready_cb| is fired when the audio decryptor is available // (only applicable if the stream is encrypted and we have a decryptor). AudioRendererImpl( const scoped_refptr<base::SingleThreadTaskRunner>& task_runner, AudioRendererSink* sink, ScopedVector<AudioDecoder> decoders, const SetDecryptorReadyCB& set_decryptor_ready_cb, AudioHardwareConfig* hardware_params); virtual ~AudioRendererImpl(); // AudioRenderer implementation. virtual void Initialize(DemuxerStream* stream, const PipelineStatusCB& init_cb, const StatisticsCB& statistics_cb, const base::Closure& underflow_cb, const TimeCB& time_cb, const base::Closure& ended_cb, const base::Closure& disabled_cb, const PipelineStatusCB& error_cb) OVERRIDE; virtual void Play(const base::Closure& callback) OVERRIDE; virtual void Pause(const base::Closure& callback) OVERRIDE; virtual void Flush(const base::Closure& callback) OVERRIDE; virtual void Stop(const base::Closure& callback) OVERRIDE; virtual void SetPlaybackRate(float rate) OVERRIDE; virtual void Preroll(base::TimeDelta time, const PipelineStatusCB& cb) OVERRIDE; virtual void ResumeAfterUnderflow() OVERRIDE; virtual void SetVolume(float volume) OVERRIDE; // Disables underflow support. When used, |state_| will never transition to // kUnderflow resulting in Render calls that underflow returning 0 frames // instead of some number of silence frames. Must be called prior to // Initialize(). void DisableUnderflowForTesting(); // Allows injection of a custom time callback for non-realtime testing. typedef base::Callback<base::TimeTicks()> NowCB; void set_now_cb_for_testing(const NowCB& now_cb) { now_cb_ = now_cb; } private: friend class AudioRendererImplTest; // TODO(acolwell): Add a state machine graph. enum State { kUninitialized, kInitializing, kPaused, kFlushing, kPrerolling, kPlaying, kStopped, kUnderflow, kRebuffering, }; // Callback from the audio decoder delivering decoded audio samples. void DecodedAudioReady(AudioBufferStream::Status status, const scoped_refptr<AudioBuffer>& buffer); // Handles buffers that come out of |splicer_|. // Returns true if more buffers are needed. bool HandleSplicerBuffer(const scoped_refptr<AudioBuffer>& buffer); // Helper functions for AudioDecoder::Status values passed to // DecodedAudioReady(). void HandleAbortedReadOrDecodeError(bool is_decode_error); // Estimate earliest time when current buffer can stop playing. void UpdateEarliestEndTime_Locked(int frames_filled, const base::TimeDelta& playback_delay, const base::TimeTicks& time_now); void DoPlay_Locked(); void DoPause_Locked(); // AudioRendererSink::RenderCallback implementation. // // NOTE: These are called on the audio callback thread! // // Render() fills the given buffer with audio data by delegating to its // |algorithm_|. Render() also takes care of updating the clock. // Returns the number of frames copied into |audio_bus|, which may be less // than or equal to the initial number of frames in |audio_bus| // // If this method returns fewer frames than the initial number of frames in // |audio_bus|, it could be a sign that the pipeline is stalled or unable to // stream the data fast enough. In such scenarios, the callee should zero out // unused portions of their buffer to play back silence. // // Render() updates the pipeline's playback timestamp. If Render() is // not called at the same rate as audio samples are played, then the reported // timestamp in the pipeline will be ahead of the actual audio playback. In // this case |audio_delay_milliseconds| should be used to indicate when in the // future should the filled buffer be played. virtual int Render(AudioBus* audio_bus, int audio_delay_milliseconds) OVERRIDE; virtual void OnRenderError() OVERRIDE; // Helper methods that schedule an asynchronous read from the decoder as long // as there isn't a pending read. // // Must be called on |task_runner_|. void AttemptRead(); void AttemptRead_Locked(); bool CanRead_Locked(); void ChangeState_Locked(State new_state); // Returns true if the data in the buffer is all before // |preroll_timestamp_|. This can only return true while // in the kPrerolling state. bool IsBeforePrerollTime(const scoped_refptr<AudioBuffer>& buffer); // Called upon AudioBufferStream initialization, or failure thereof (indicated // by the value of |success|). void OnAudioBufferStreamInitialized(bool succes); // Used to initiate the flush operation once all pending reads have // completed. void DoFlush_Locked(); // Calls |decoder_|.Reset() and arranges for ResetDecoderDone() to get // called when the reset completes. void ResetDecoder(); // Called when the |decoder_|.Reset() has completed. void ResetDecoderDone(); // Called by the AudioBufferStream when a splice buffer is demuxed. void OnNewSpliceBuffer(base::TimeDelta); // Called by the AudioBufferStream when a config change occurs. void OnConfigChange(); scoped_refptr<base::SingleThreadTaskRunner> task_runner_; scoped_ptr<AudioSplicer> splicer_; scoped_ptr<AudioBufferConverter> buffer_converter_; // Whether or not we expect to handle config changes. bool expecting_config_changes_; // The sink (destination) for rendered audio. |sink_| must only be accessed // on |task_runner_|. |sink_| must never be called under |lock_| or else we // may deadlock between |task_runner_| and the audio callback thread. scoped_refptr<media::AudioRendererSink> sink_; AudioBufferStream audio_buffer_stream_; // Interface to the hardware audio params. const AudioHardwareConfig* const hardware_config_; // Cached copy of hardware params from |hardware_config_|. AudioParameters audio_parameters_; // Callbacks provided during Initialize(). PipelineStatusCB init_cb_; base::Closure underflow_cb_; TimeCB time_cb_; base::Closure ended_cb_; base::Closure disabled_cb_; PipelineStatusCB error_cb_; // Callback provided to Flush(). base::Closure flush_cb_; // Callback provided to Preroll(). PipelineStatusCB preroll_cb_; // Typically calls base::TimeTicks::Now() but can be overridden by a test. NowCB now_cb_; // After Initialize() has completed, all variables below must be accessed // under |lock_|. ------------------------------------------------------------ base::Lock lock_; // Algorithm for scaling audio. scoped_ptr<AudioRendererAlgorithm> algorithm_; // Simple state tracking variable. State state_; // Keep track of whether or not the sink is playing. bool sink_playing_; // Keep track of our outstanding read to |decoder_|. bool pending_read_; // Keeps track of whether we received and rendered the end of stream buffer. bool received_end_of_stream_; bool rendered_end_of_stream_; // The timestamp of the last frame (i.e. furthest in the future) buffered as // well as the current time that takes current playback delay into account. base::TimeDelta audio_time_buffered_; base::TimeDelta current_time_; base::TimeDelta preroll_timestamp_; // We're supposed to know amount of audio data OS or hardware buffered, but // that is not always so -- on my Linux box // AudioBuffersState::hardware_delay_bytes never reaches 0. // // As a result we cannot use it to find when stream ends. If we just ignore // buffered data we will notify host that stream ended before it is actually // did so, I've seen it done ~140ms too early when playing ~150ms file. // // Instead of trying to invent OS-specific solution for each and every OS we // are supporting, use simple workaround: every time we fill the buffer we // remember when it should stop playing, and do not assume that buffer is // empty till that time. Workaround is not bulletproof, as we don't exactly // know when that particular data would start playing, but it is much better // than nothing. base::TimeTicks earliest_end_time_; size_t total_frames_filled_; bool underflow_disabled_; // True if the renderer receives a buffer with kAborted status during preroll, // false otherwise. This flag is cleared on the next Preroll() call. bool preroll_aborted_; // End variables which must be accessed under |lock_|. ---------------------- // NOTE: Weak pointers must be invalidated before all other member variables. base::WeakPtrFactory<AudioRendererImpl> weak_factory_; DISALLOW_COPY_AND_ASSIGN(AudioRendererImpl); }; } // namespace media #endif // MEDIA_FILTERS_AUDIO_RENDERER_IMPL_H_