Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(16)

Unified Diff: content/renderer/media/webrtc_audio_device_impl.cc

Issue 8283032: Low-latency AudioInputStream implementation based on WASAPI for Windows. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Now uses ScopedCoMem in base/win Created 9 years, 2 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
Index: content/renderer/media/webrtc_audio_device_impl.cc
===================================================================
--- content/renderer/media/webrtc_audio_device_impl.cc (revision 106687)
+++ content/renderer/media/webrtc_audio_device_impl.cc (working copy)
@@ -6,12 +6,22 @@
#include "base/bind.h"
#include "base/string_util.h"
+#include "content/common/view_messages.h"
#include "content/renderer/render_thread_impl.h"
#include "media/audio/audio_util.h"
static const int64 kMillisecondsBetweenProcessCalls = 5000;
static const char kVersion[] = "WebRTC AudioDevice 1.0.0.Chrome";
+static int GetAudioInputHardwareSampleRate() {
+ static double input_sample_rate = 0;
+ if (!input_sample_rate) {
+ RenderThreadImpl::current()->Send(
+ new ViewHostMsg_GetHardwareInputSampleRate(&input_sample_rate));
+ }
+ return static_cast<int>(input_sample_rate);
+}
+
WebRtcAudioDeviceImpl::WebRtcAudioDeviceImpl()
: ref_count_(0),
render_loop_(base::MessageLoopProxy::current()),
@@ -72,8 +82,6 @@
int samples_per_sec = static_cast<int>(output_sample_rate_);
if (samples_per_sec == 44100) {
// Even if the hardware runs at 44.1kHz, we use 44.0 internally.
- // Can only happen on Mac OS X currently since Windows and Mac
- // both uses 48kHz.
samples_per_sec = 44000;
}
uint32_t samples_per_10_msec = (samples_per_sec / 100);
@@ -132,7 +140,11 @@
input_buffer_.get(),
number_of_frames);
- const int samples_per_sec = static_cast<int>(input_sample_rate_);
+ int samples_per_sec = static_cast<int>(input_sample_rate_);
+ if (samples_per_sec == 44100) {
+ // Even if the hardware runs at 44.1kHz, we use 44.0 internally.
+ samples_per_sec = 44000;
+ }
const int samples_per_10_msec = (samples_per_sec / 100);
const int bytes_per_10_msec =
channels * samples_per_10_msec * bytes_per_sample_;
@@ -274,15 +286,17 @@
DCHECK(!input_buffer_.get());
DCHECK(!output_buffer_.get());
- // TODO(henrika): add AudioInputDevice::GetAudioHardwareSampleRate().
- // Assume that input and output sample rates are identical for now.
-
// Ask the browser for the default audio output hardware sample-rate.
// This request is based on a synchronous IPC message.
int output_sample_rate =
static_cast<int>(AudioDevice::GetAudioHardwareSampleRate());
- VLOG(1) << "Audio hardware sample rate: " << output_sample_rate;
+ VLOG(1) << "Audio output hardware sample rate: " << output_sample_rate;
+ // Ask the browser for the default audio input hardware sample-rate.
+ // This request is based on a synchronous IPC message.
+ int input_sample_rate = GetAudioInputHardwareSampleRate();
+ VLOG(1) << "Audio input hardware sample rate: " << input_sample_rate;
+
int input_channels = 0;
int output_channels = 0;
@@ -291,21 +305,32 @@
// For real-time audio (in combination with the webrtc::VoiceEngine) it
// is convenient to use audio buffers of size N*10ms.
+
#if defined(OS_WIN)
if (output_sample_rate != 48000) {
DLOG(ERROR) << "Only 48kHz sample rate is supported on Windows.";
return -1;
}
- input_channels = 1;
+
+ // Use stereo recording on Windows since low-latency Core Audio (WASAPI)
+ // does not support mono.
+ input_channels = 2;
output_channels = 1;
- // Capture side: AUDIO_PCM_LINEAR on Windows is based on a callback-
- // driven Wave implementation where 3 buffers are used for recording audio.
- // Each buffer is of the size that we specify here and using more than one
- // does not increase the delay but only adds robustness against dropping
- // audio. It might also affect the initial start-up time before callbacks
- // start to pump. Real-time tests have shown that a buffer size of 10ms
- // works fine on the capture side.
- input_buffer_size = 480;
+
+ // Capture side: AUDIO_PCM_LOW_LATENCY is based on the Core Audio (WASAPI)
+ // API which was introduced in Windows Vista. For lower Windows versions,
+ // a callback-driven Wave implementation is used instead. An input buffer
+ // size of 10ms works well for both these implementations.
+
+ // Use different buffer sizes depending on the current hardware sample rate.
+ if (input_sample_rate == 48000) {
+ input_buffer_size = 480;
+ } else {
+ // We do run at 44.1kHz at the actual audio layer, but ask for frames
+ // at 44.0kHz to ensure that we can feed them to the webrtc::VoiceEngine.
+ input_buffer_size = 440;
+ }
+
// Rendering side: AUDIO_PCM_LOW_LATENCY on Windows is based on a callback-
// driven Wave implementation where 2 buffers are fed to the audio driver
// before actual rendering starts. Initial real-time tests have shown that
@@ -320,6 +345,7 @@
}
input_channels = 1;
output_channels = 1;
+
// Rendering side: AUDIO_PCM_LOW_LATENCY on Mac OS X is based on a callback-
// driven Core Audio implementation. Tests have shown that 10ms is a suitable
// frame size to use, both for 48kHz and 44.1kHz.
@@ -347,6 +373,7 @@
}
input_channels = 1;
output_channels = 1;
+
// Based on tests using the current ALSA implementation in Chrome, we have
// found that the best combination is 20ms on the input side and 10ms on the
// output side.
@@ -367,17 +394,11 @@
input_buffer_size_ = input_buffer_size;
input_channels_ = input_channels;
- // TODO(henrika): we use same rate as on output for now.
- input_sample_rate_ = output_sample_rate_;
+ input_sample_rate_ = input_sample_rate;
// Create and configure the audio capturing client.
audio_input_device_ = new AudioInputDevice(
- input_buffer_size, input_channels, output_sample_rate, this, this);
-#if defined(OS_MACOSX)
- // We create the input device for Mac as well but the performance
- // will be very bad.
- DLOG(WARNING) << "Real-time recording is not yet supported on Mac OS X";
-#endif
+ input_buffer_size, input_channels, input_sample_rate, this, this);
// Create and configure the audio rendering client.
audio_output_device_ = new AudioDevice(

Powered by Google App Engine
This is Rietveld 408576698