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// Copyright 2021 The Cobalt Authors. All Rights Reserved.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include <memory>
#include <queue>
#include "starboard/android/shared/audio_decoder.h"
#include "starboard/android/shared/audio_track_bridge.h"
#include "starboard/android/shared/drm_system.h"
#include "starboard/atomic.h"
#include "starboard/common/mutex.h"
#include "starboard/common/ref_counted.h"
#include "starboard/drm.h"
#include "starboard/media.h"
#include "starboard/shared/internal_only.h"
#include "starboard/shared/starboard/player/decoded_audio_internal.h"
#include "starboard/shared/starboard/player/filter/audio_renderer_internal.h"
#include "starboard/shared/starboard/player/filter/common.h"
#include "starboard/shared/starboard/player/filter/media_time_provider.h"
#include "starboard/shared/starboard/player/input_buffer_internal.h"
#include "starboard/shared/starboard/player/job_queue.h"
#include "starboard/shared/starboard/player/job_thread.h"
#include "starboard/time.h"
namespace starboard {
namespace android {
namespace shared {
// TODO: The audio receiver often requires some warm up time to switch the
// output to eac3. Consider pushing some silence at the very beginning so
// the sound at the very beginning won't get lost during the switching.
class AudioRendererPassthrough
: public ::starboard::shared::starboard::player::filter::AudioRenderer,
public ::starboard::shared::starboard::player::filter::MediaTimeProvider,
private ::starboard::shared::starboard::player::JobQueue::JobOwner {
AudioRendererPassthrough(const SbMediaAudioSampleInfo& audio_sample_info,
SbDrmSystem drm_system,
bool enable_audio_device_callback);
~AudioRendererPassthrough() override;
bool is_valid() const { return decoder_ != nullptr; }
// AudioRenderer methods
void Initialize(const ErrorCB& error_cb,
const PrerolledCB& prerolled_cb,
const EndedCB& ended_cb) override;
void WriteSample(const scoped_refptr<InputBuffer>& input_buffer) override;
void WriteEndOfStream() override;
void SetVolume(double volume) override;
bool IsEndOfStreamWritten() const override;
bool IsEndOfStreamPlayed() const override;
bool CanAcceptMoreData() const override;
// MediaTimeProvider methods
void Play() override;
void Pause() override;
void SetPlaybackRate(double playback_rate) override;
void Seek(SbTime seek_to_time) override;
SbTime GetCurrentMediaTime(bool* is_playing,
bool* is_eos_played,
bool* is_underflow,
double* playback_rate) override;
typedef ::starboard::shared::starboard::player::DecodedAudio DecodedAudio;
typedef ::starboard::shared::starboard::player::JobThread JobThread;
typedef ::starboard::shared::starboard::player::JobQueue::JobToken JobToken;
struct AudioTrackState {
double volume = 1.0;
bool paused = true;
double playback_rate = 1.0;
bool playing() const { return !paused && playback_rate > 0.0; }
void CreateAudioTrackAndStartProcessing();
void FlushAudioTrackAndStopProcessing(SbTime seek_to_time);
void UpdateStatusAndWriteData(const AudioTrackState previous_state);
void OnDecoderConsumed();
void OnDecoderOutput();
// The following three variables are set in the ctor.
const SbMediaAudioSampleInfo audio_sample_info_;
const bool enable_audio_device_callback_;
// The AudioDecoder is used as a decryptor when the stream is encrypted.
// TODO: Revisit to encapsulate the AudioDecoder as a SbDrmSystemPrivate
// instead. This would need to turn SbDrmSystemPrivate::Decrypt() into
// asynchronous, which comes with extra risks.
// The following three variables are set in Initialize().
ErrorCB error_cb_;
PrerolledCB prerolled_cb_;
EndedCB ended_cb_;
int frames_per_input_buffer_ = 0; // Set once before all uses.
atomic_bool can_accept_more_data_{true};
atomic_bool prerolled_;
atomic_bool end_of_stream_played_;
bool end_of_stream_written_ = false; // Only accessed on PlayerWorker thread.
Mutex mutex_;
bool stop_called_ = false;
int64_t total_frames_written_ = 0;
int64_t playback_head_position_when_stopped_ = 0;
SbTimeMonotonic stopped_at_ = 0;
SbTime seek_to_time_ = 0;
double volume_ = 1.0;
bool paused_ = true;
double playback_rate_ = 1.0;
std::queue<scoped_refptr<DecodedAudio>> decoded_audios_;
// The following variable group is only accessed on |audio_track_thread_|, or
// after |audio_track_thread_| is destroyed (in Seek()).
scoped_refptr<DecodedAudio> decoded_audio_writing_in_progress_;
int decoded_audio_writing_offset_ = 0;
JobToken update_status_and_write_data_token_;
int64_t total_frames_written_on_audio_track_thread_ = 0;
std::unique_ptr<JobThread> audio_track_thread_;
std::unique_ptr<AudioTrackBridge> audio_track_bridge_;
} // namespace shared
} // namespace android
} // namespace starboard