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// Copyright 2016 Google Inc. 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
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef STARBOARD_SHARED_STARBOARD_PLAYER_FILTER_AUDIO_RENDERER_IMPL_INTERNAL_H_
#define STARBOARD_SHARED_STARBOARD_PLAYER_FILTER_AUDIO_RENDERER_IMPL_INTERNAL_H_
#include <vector>
#include "starboard/atomic.h"
#include "starboard/common/scoped_ptr.h"
#include "starboard/log.h"
#include "starboard/media.h"
#include "starboard/shared/internal_only.h"
#include "starboard/shared/starboard/player/closure.h"
#include "starboard/shared/starboard/player/decoded_audio_internal.h"
#include "starboard/shared/starboard/player/filter/audio_decoder_internal.h"
#include "starboard/shared/starboard/player/filter/audio_frame_tracker.h"
#include "starboard/shared/starboard/player/filter/audio_renderer_internal.h"
#include "starboard/shared/starboard/player/filter/audio_renderer_sink.h"
#include "starboard/shared/starboard/player/filter/audio_resampler.h"
#include "starboard/shared/starboard/player/filter/audio_time_stretcher.h"
#include "starboard/shared/starboard/player/input_buffer_internal.h"
#include "starboard/shared/starboard/player/job_queue.h"
#include "starboard/types.h"
namespace starboard {
namespace shared {
namespace starboard {
namespace player {
namespace filter {
// A default implementation of |AudioRenderer| that only depends on the
// |AudioDecoder| interface, rather than a platform specific implementation.
class AudioRendererImpl : public AudioRenderer,
private AudioRendererSink::RenderCallback,
private JobQueue::JobOwner {
public:
AudioRendererImpl(scoped_ptr<AudioDecoder> decoder,
scoped_ptr<AudioRendererSink> audio_renderer_sink,
const SbMediaAudioHeader& audio_header);
~AudioRendererImpl() SB_OVERRIDE;
void WriteSample(const scoped_refptr<InputBuffer>& input_buffer) SB_OVERRIDE;
void WriteEndOfStream() SB_OVERRIDE;
void Play() SB_OVERRIDE;
void Pause() SB_OVERRIDE;
void SetPlaybackRate(double playback_rate) SB_OVERRIDE;
void SetVolume(double volume) SB_OVERRIDE;
void Seek(SbMediaTime seek_to_pts) SB_OVERRIDE;
bool IsEndOfStreamWritten() const SB_OVERRIDE {
return eos_state_.load() >= kEOSWrittenToDecoder;
};
bool IsEndOfStreamPlayed() const SB_OVERRIDE;
bool CanAcceptMoreData() const SB_OVERRIDE;
bool IsSeekingInProgress() const SB_OVERRIDE;
// This function can be called from any thread.
SbMediaTime GetCurrentTime() SB_OVERRIDE;
protected:
atomic_bool paused_;
atomic_bool consume_frames_called_;
atomic_bool seeking_;
SbMediaTime seeking_to_pts_;
AudioFrameTracker audio_frame_tracker_;
atomic_int64_t frames_sent_to_sink_;
atomic_int64_t frames_consumed_by_sink_;
atomic_int32_t frames_consumed_by_sink_since_last_get_current_time_;
scoped_ptr<AudioDecoder> decoder_;
atomic_int64_t frames_consumed_set_at_;
atomic_double playback_rate_;
private:
enum EOSState {
kEOSNotReceived,
kEOSWrittenToDecoder,
kEOSDecoded,
kEOSSentToSink
};
// Set a soft limit for the max audio frames we can cache so we can:
// 1. Avoid using too much memory.
// 2. Have the audio cache full to simulate the state that the renderer can no
// longer accept more data.
static const size_t kMaxCachedFrames = 256 * 1024;
// The audio renderer tries to append |kAppendFrameUnit| frames every time to
// the sink buffer.
static const size_t kFrameAppendUnit = 16384;
// AudioRendererSink methods
void OnUpdateSourceStatus(int* frames_in_buffer,
int* offset_in_frames,
bool* is_playing,
bool* is_eos_reached) SB_OVERRIDE;
void OnConsumeFrames(int frames_consumed) SB_OVERRIDE;
void CreateAudioSinkAndResampler();
void LogFramesConsumed();
void OnDecoderConsumed();
void OnDecoderOutput();
void ProcessAudioData();
void FillResamplerAndTimeStretcher();
bool AppendAudioToFrameBuffer();
atomic_int32_t eos_state_;
const int channels_;
const SbMediaAudioSampleType sink_sample_type_;
const int bytes_per_frame_;
scoped_ptr<AudioResampler> resampler_;
AudioTimeStretcher time_stretcher_;
std::vector<uint8_t> frame_buffer_;
uint8_t* frame_buffers_[1];
int32_t pending_decoder_outputs_;
Closure log_frames_consumed_closure_;
bool can_accept_more_data_;
bool process_audio_data_scheduled_;
Closure process_audio_data_closure_;
// Our owner will attempt to seek to pts 0 when playback begins. In
// general, seeking could require a full reset of the underlying decoder on
// some platforms, so we make an effort to improve playback startup
// performance by keeping track of whether we already have a fresh decoder,
// and can thus avoid doing a full reset.
bool decoder_needs_full_reset_;
scoped_ptr<AudioRendererSink> audio_renderer_sink_;
};
} // namespace filter
} // namespace player
} // namespace starboard
} // namespace shared
} // namespace starboard
#endif // STARBOARD_SHARED_STARBOARD_PLAYER_FILTER_AUDIO_RENDERER_IMPL_INTERNAL_H_