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Unified Diff: media/audio/win/waveout_output_win.cc

Issue 8591028: Change the way we are sending audio data to driver when using WaveOut API. (Closed) Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: '' Created 9 years, 1 month ago
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Index: media/audio/win/waveout_output_win.cc
===================================================================
--- media/audio/win/waveout_output_win.cc (revision 111710)
+++ media/audio/win/waveout_output_win.cc (working copy)
@@ -15,34 +15,18 @@
#include "media/audio/audio_util.h"
#include "media/audio/win/audio_manager_win.h"
-// Number of times InitializeCriticalSectionAndSpinCount() spins
-// before going to sleep.
-const DWORD kSpinCount = 2000;
-
// Some general thoughts about the waveOut API which is badly documented :
-// - We use CALLBACK_FUNCTION mode in which XP secretly creates two threads
-// named _MixerCallbackThread and _waveThread which have real-time priority.
-// The callbacks occur in _waveThread.
+// - We use CALLBACK_EVENT mode in which XP signals events such as buffer
+// releases.
+// - We use RegisterWaitForSingleObject() so one of threads in thread pool
+// automatically calls our callback that feeds more data to Windows.
// - Windows does not provide a way to query if the device is playing or paused
// thus it forces you to maintain state, which naturally is not exactly
// synchronized to the actual device state.
-// - Some functions, like waveOutReset cannot be called in the callback thread
-// or called in any random state because they deadlock. This results in a
-// non- instantaneous Stop() method. waveOutPrepareHeader seems to be in the
-// same boat.
-// - waveOutReset() will forcefully kill the _waveThread so it is important
-// to make sure we are not executing inside the audio source's OnMoreData()
-// or that we take locks inside WaveCallback() or QueueNextPacket().
// Sixty four MB is the maximum buffer size per AudioOutputStream.
static const uint32 kMaxOpenBufferSize = 1024 * 1024 * 64;
-// Our sound buffers are allocated once and kept in a linked list using the
-// the WAVEHDR::dwUser variable. The last buffer points to the first buffer.
-static WAVEHDR* GetNextBuffer(WAVEHDR* current) {
- return reinterpret_cast<WAVEHDR*>(current->dwUser);
-}
-
// See Also
// http://www.thx.com/consumer/home-entertainment/home-theater/surround-sound-speaker-set-up/
// http://en.wikipedia.org/wiki/Surround_sound
@@ -79,6 +63,18 @@
// TODO(fbarchard): Add additional masks for 7.2 and beyond.
};
+inline size_t PCMWaveOutAudioOutputStream::BufferSize() const {
+ // Round size of buffer up to the nearest 16 bytes.
+ return (sizeof(WAVEHDR) + buffer_size_ + 15u) & static_cast<size_t>(~15);
+}
+
+inline WAVEHDR* PCMWaveOutAudioOutputStream::GetBuffer(int n) const {
+ DCHECK_GE(n, 0);
+ DCHECK_LT(n, num_buffers_);
+ return reinterpret_cast<WAVEHDR*>(&buffers_[n * BufferSize()]);
+}
+
+
PCMWaveOutAudioOutputStream::PCMWaveOutAudioOutputStream(
AudioManagerWin* manager, const AudioParameters& params, int num_buffers,
UINT device_id)
@@ -88,13 +84,10 @@
waveout_(NULL),
callback_(NULL),
num_buffers_(num_buffers),
- buffer_(NULL),
buffer_size_(params.GetPacketSize()),
volume_(1),
channels_(params.channels),
pending_bytes_(0) {
- ::InitializeCriticalSectionAndSpinCount(&lock_, kSpinCount);
-
format_.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE;
format_.Format.nChannels = params.channels;
format_.Format.nSamplesPerSec = params.sample_rate;
@@ -116,21 +109,35 @@
PCMWaveOutAudioOutputStream::~PCMWaveOutAudioOutputStream() {
DCHECK(NULL == waveout_);
- ::DeleteCriticalSection(&lock_);
}
bool PCMWaveOutAudioOutputStream::Open() {
if (state_ != PCMA_BRAND_NEW)
return false;
+ if (BufferSize() * num_buffers_ > kMaxOpenBufferSize)
+ return false;
if (num_buffers_ < 2 || num_buffers_ > 5)
return false;
- // Open the device. We'll be getting callback in WaveCallback function.
- // They occur in a magic, time-critical thread that windows creates.
- MMRESULT result = ::waveOutOpen(&waveout_, device_id_,
- reinterpret_cast<LPCWAVEFORMATEX>(&format_),
- reinterpret_cast<DWORD_PTR>(WaveCallback),
- reinterpret_cast<DWORD_PTR>(this),
- CALLBACK_FUNCTION);
+
+ // Create buffer event.
+ buffer_event_.Set(::CreateEvent(NULL, // Security attributes
henrika (OOO until Aug 14) 2011/12/01 15:33:15 nit (add period '.')?
+ FALSE, // It will auto-reset
+ FALSE, // Initial state
+ NULL // No name
+ ));
+ if (!buffer_event_.Get()) {
+ return false;
+ }
+
+ // Open the device.
+ // We'll be getting buffer_event_ events when it's time to refill the buffer.
+ MMRESULT result = ::waveOutOpen(
+ &waveout_,
+ device_id_,
+ reinterpret_cast<LPCWAVEFORMATEX>(&format_),
+ reinterpret_cast<DWORD_PTR>(buffer_event_.Get()),
+ NULL,
+ CALLBACK_EVENT);
if (result != MMSYSERR_NOERROR)
return false;
@@ -140,60 +147,65 @@
}
void PCMWaveOutAudioOutputStream::SetupBuffers() {
- WAVEHDR* last = NULL;
- WAVEHDR* first = NULL;
+ buffers_.reset(new char[BufferSize() * num_buffers_]);
for (int ix = 0; ix != num_buffers_; ++ix) {
- uint32 sz = sizeof(WAVEHDR) + buffer_size_;
- buffer_ = reinterpret_cast<WAVEHDR*>(new char[sz]);
- buffer_->lpData = reinterpret_cast<char*>(buffer_) + sizeof(WAVEHDR);
- buffer_->dwBufferLength = buffer_size_;
- buffer_->dwBytesRecorded = 0;
- buffer_->dwUser = reinterpret_cast<DWORD_PTR>(last);
- buffer_->dwFlags = WHDR_DONE;
- buffer_->dwLoops = 0;
- if (ix == 0)
- first = buffer_;
- last = buffer_;
+ WAVEHDR* buffer = GetBuffer(ix);
+ buffer->lpData = reinterpret_cast<char*>(buffer) + sizeof(WAVEHDR);
+ buffer->dwBufferLength = buffer_size_;
+ buffer->dwBytesRecorded = 0;
+ buffer->dwFlags = WHDR_DONE;
+ buffer->dwLoops = 0;
// Tell windows sound drivers about our buffers. Not documented what
// this does but we can guess that causes the OS to keep a reference to
// the memory pages so the driver can use them without worries.
- ::waveOutPrepareHeader(waveout_, buffer_, sizeof(WAVEHDR));
+ ::waveOutPrepareHeader(waveout_, buffer, sizeof(WAVEHDR));
}
- // Fix the first buffer to point to the last one.
- first->dwUser = reinterpret_cast<DWORD_PTR>(last);
}
void PCMWaveOutAudioOutputStream::FreeBuffers() {
- WAVEHDR* current = buffer_;
for (int ix = 0; ix != num_buffers_; ++ix) {
- WAVEHDR* next = GetNextBuffer(current);
- ::waveOutUnprepareHeader(waveout_, current, sizeof(WAVEHDR));
- delete[] reinterpret_cast<char*>(current);
- current = next;
+ ::waveOutUnprepareHeader(waveout_, GetBuffer(ix), sizeof(WAVEHDR));
}
- buffer_ = NULL;
+ buffers_.reset(NULL);
}
-// Initially we ask the source to fill up both audio buffers. If we don't do
+// Initially we ask the source to fill up all audio buffers. If we don't do
// this then we would always get the driver callback when it is about to run
// samples and that would leave too little time to react.
void PCMWaveOutAudioOutputStream::Start(AudioSourceCallback* callback) {
if (state_ != PCMA_READY)
return;
callback_ = callback;
+
+ // Start watching for buffer events.
+ {
+ HANDLE waiting_handle = NULL;
+ ::RegisterWaitForSingleObject(&waiting_handle,
+ buffer_event_.Get(),
+ &BufferCallback,
+ this,
+ INFINITE,
+ WT_EXECUTEDEFAULT);
+ if (!waiting_handle) {
+ HandleError(MMSYSERR_ERROR);
+ return;
+ }
+ waiting_handle_.Set(waiting_handle);
+ }
+
state_ = PCMA_PLAYING;
+
+ // Queue the buffers.
pending_bytes_ = 0;
- WAVEHDR* buffer = buffer_;
for (int ix = 0; ix != num_buffers_; ++ix) {
+ WAVEHDR* buffer = GetBuffer(ix);
// Caller waits for 1st packet to become available, but not for others,
// so we wait for them here.
if (ix != 0)
callback_->WaitTillDataReady();
QueueNextPacket(buffer); // Read more data.
pending_bytes_ += buffer->dwBufferLength;
- buffer = GetNextBuffer(buffer);
}
- buffer = buffer_;
// From now on |pending_bytes_| would be accessed by callback thread.
// Most likely waveOutPause() or waveOutRestart() has its own memory barrier,
@@ -209,12 +221,11 @@
// Send the buffers to the audio driver. Note that the device is paused
// so we avoid entering the callback method while still here.
for (int ix = 0; ix != num_buffers_; ++ix) {
- result = ::waveOutWrite(waveout_, buffer, sizeof(WAVEHDR));
+ result = ::waveOutWrite(waveout_, GetBuffer(ix), sizeof(WAVEHDR));
if (result != MMSYSERR_NOERROR) {
HandleError(result);
break;
}
- buffer = GetNextBuffer(buffer);
}
result = ::waveOutRestart(waveout_);
if (result != MMSYSERR_NOERROR) {
@@ -223,25 +234,42 @@
}
}
-// Stopping is tricky. First, no buffer should be locked by the audio driver
-// or else the waveOutReset() will deadlock and secondly, the callback should
-// not be inside the AudioSource's OnMoreData because waveOutReset() forcefully
-// kills the callback thread after releasing all buffers.
+// Stopping is tricky if we want it be fast.
+// For now just do it synchronously and avoid all the complexities.
+// TODO(enal): if we want faster Stop() we can create singleton that keeps track
+// of all currently playing streams. Then you don't have to wait
+// till all callbacks are completed. Of course access to singleton
+// should be under its own lock, and checking the liveness and
+// acquiring the lock on stream should be done atomically.
void PCMWaveOutAudioOutputStream::Stop() {
if (state_ != PCMA_PLAYING)
return;
+ state_ = PCMA_STOPPING;
+ MemoryBarrier();
- // Enter into critical section and call ::waveOutReset(). The fact that we
- // entered critical section means that callback is out of critical section and
- // it is safe to reset.
- ::EnterCriticalSection(&lock_);
+ // Stop playback.
MMRESULT res = ::waveOutReset(waveout_);
- ::LeaveCriticalSection(&lock_);
if (res != MMSYSERR_NOERROR) {
+ state_ = PCMA_PLAYING;
HandleError(res);
return;
}
+ // Stop watching for buffer event, wait till all the callbacks are complete.
+ BOOL unregister = UnregisterWaitEx(waiting_handle_.Take(),
+ INVALID_HANDLE_VALUE);
+ if (!unregister) {
+ state_ = PCMA_PLAYING;
+ HandleError(MMSYSERR_ERROR);
+ return;
+ }
+
+ // waveOutReset() leaves buffers in the unpredictable state, causing
+ // problems if we want to release or reuse them. Fix the states.
+ for (int ix = 0; ix != num_buffers_; ++ix) {
+ GetBuffer(ix)->dwFlags = WHDR_PREPARED;
+ }
+
// Don't use callback after Stop().
callback_ = NULL;
@@ -251,8 +279,8 @@
// We can Close in any state except that trying to close a stream that is
// playing Windows generates an error, which we propagate to the source.
void PCMWaveOutAudioOutputStream::Close() {
+ Stop(); // Just to be sure. No-op if not playing.
if (waveout_) {
- // waveOutClose generates a callback with WOM_CLOSE id in the same thread.
MMRESULT res = ::waveOutClose(waveout_);
if (res != MMSYSERR_NOERROR) {
HandleError(res);
@@ -316,40 +344,48 @@
buffer->dwFlags = WHDR_PREPARED;
}
-// Windows call us back in this function when some events happen. Most notably
-// when it is done playing a buffer. Since we use double buffering it is
-// convenient to think of |buffer| as free and GetNextBuffer(buffer) as in
-// use by the driver.
-void PCMWaveOutAudioOutputStream::WaveCallback(HWAVEOUT hwo, UINT msg,
- DWORD_PTR instance,
- DWORD_PTR param1, DWORD_PTR) {
- TRACE_EVENT0("audio", "PCMWaveOutAudioOutputStream::WaveCallback");
+// One of the threads in our thread pool asynchronously calls this function when
+// buffer_event_ is signalled. Search through all the buffers looking for freed
+// ones, fills them with data, and "feed" the Windows.
+// Note: by searching through all the buffers we guarantee that we fill all the
+// buffers, even when "event loss" happens, i.e. if Windows signals event
+// when it did not flip into unsignaled state from the previous signal.
+void NTAPI PCMWaveOutAudioOutputStream::BufferCallback(PVOID lpParameter,
tommi (sloooow) - chröme 2011/12/01 15:28:01 nit: remove hungarian and PVOID->void*
+ BOOLEAN) {
+ TRACE_EVENT0("audio", "PCMWaveOutAudioOutputStream::BufferCallback");
- if (msg == WOM_DONE) {
- // WOM_DONE indicates that the driver is done with our buffer, we can
- // either ask the source for more data or check if we need to stop playing.
- WAVEHDR* buffer = reinterpret_cast<WAVEHDR*>(param1);
- buffer->dwFlags = WHDR_DONE;
+ PCMWaveOutAudioOutputStream* stream =
+ reinterpret_cast<PCMWaveOutAudioOutputStream*>(lpParameter);
- PCMWaveOutAudioOutputStream* stream =
- reinterpret_cast<PCMWaveOutAudioOutputStream*>(instance);
+ // Lock the stream so 2 callbacks do not interfere with each other.
henrika (OOO until Aug 14) 2011/12/01 15:33:15 two?
+ // Two callbacks can be called simultaneously by 2 different threads in the
+ // thread pool if one of the callbacks is slow, or system is very busy and
+ // one of scheduled callbacks is not called on time.
+ base::AutoLock auto_lock(stream->lock_);
+ if (stream->state_ != PCMA_PLAYING)
+ return;
- // Do real work only if main thread has not yet called waveOutReset().
- if (::TryEnterCriticalSection(&stream->lock_)) {
+ for (int ix = 0; ix != stream->num_buffers_; ++ix) {
+ WAVEHDR* buffer = stream->GetBuffer(ix);
+ if (buffer->dwFlags & WHDR_DONE) {
// Before we queue the next packet, we need to adjust the number of
// pending bytes since the last write to hardware.
stream->pending_bytes_ -= buffer->dwBufferLength;
-
stream->QueueNextPacket(buffer);
+ // QueueNextPacket() can take a long time, especially if several of them
+ // were called back-to-back. Check if we are stopping now.
+ if (stream->state_ != PCMA_PLAYING)
+ return;
+
// Time to send the buffer to the audio driver. Since we are reusing
// the same buffers we can get away without calling waveOutPrepareHeader.
- MMRESULT result = ::waveOutWrite(hwo, buffer, sizeof(WAVEHDR));
+ MMRESULT result = ::waveOutWrite(stream->waveout_,
+ buffer,
+ sizeof(WAVEHDR));
if (result != MMSYSERR_NOERROR)
stream->HandleError(result);
-
stream->pending_bytes_ += buffer->dwBufferLength;
- ::LeaveCriticalSection(&stream->lock_);
}
}
}
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