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Unified Diff: media/filters/audio_renderer_algorithm.h

Issue 19111004: Upgrade AudioRendererAlgorithm to use WSOLA, (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Comments addressed, AudioRendererAlgorithmTest::WsolaTest modified. Created 7 years, 4 months ago
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Index: media/filters/audio_renderer_algorithm.h
diff --git a/media/filters/audio_renderer_algorithm.h b/media/filters/audio_renderer_algorithm.h
index 26790b996ac360782e4e7eb16d6e082da91c5777..899fd2a1635eb65f6574e8993290ed919f72e1fe 100644
--- a/media/filters/audio_renderer_algorithm.h
+++ b/media/filters/audio_renderer_algorithm.h
@@ -12,11 +12,15 @@
// This class is *not* thread-safe. Calls to enqueue and retrieve data must be
// locked if called from multiple threads.
//
-// AudioRendererAlgorithm uses a simple pitch-preservation algorithm to
-// stretch and compress audio data to meet playback speeds less than and
-// greater than the natural playback of the audio stream.
+// AudioRendererAlgorithm uses the Waveform Similarity Overlap and Add (WSOLA)
+// algorithm to stretch or compress audio data to meet playback speeds less than
+// or greater than the natural playback of the audio stream. The algorithm
+// preserves local properties of the audio, therefore, pitch and harmonics are
+// are preserved. See audio_renderer_algorith.cc for a more elaborate
+// description of the algorithm.
//
// Audio at very low or very high playback rates are muted to preserve quality.
+//
#ifndef MEDIA_FILTERS_AUDIO_RENDERER_ALGORITHM_H_
#define MEDIA_FILTERS_AUDIO_RENDERER_ALGORITHM_H_
@@ -84,46 +88,45 @@ class MEDIA_EXPORT AudioRendererAlgorithm {
bool is_muted() { return muted_; }
private:
- // Fills |dest| with up to |requested_frames| frames of audio data at faster
- // than normal speed. Returns the number of frames inserted into |dest|. If
- // not enough data available, returns 0.
- //
- // When the audio playback is > 1.0, we use a variant of Overlap-Add to squish
- // audio output while preserving pitch. Essentially, we play a bit of audio
- // data at normal speed, then we "fast forward" by dropping the next bit of
- // audio data, and then we stich the pieces together by crossfading from one
- // audio chunk to the next.
- int OutputFasterPlayback(AudioBus* dest,
- int dest_offset,
- int requested_frames,
- int input_step,
- int output_step);
-
- // Fills |dest| with up to |requested_frames| frames of audio data at slower
- // than normal speed. Returns the number of frames inserted into |dest|. If
- // not enough data available, returns 0.
- //
- // When the audio playback is < 1.0, we use a variant of Overlap-Add to
- // stretch audio output while preserving pitch. This works by outputting a
- // segment of audio data at normal speed. The next audio segment then starts
- // by repeating some of the audio data from the previous audio segment.
- // Segments are stiched together by crossfading from one audio chunk to the
- // next.
- int OutputSlowerPlayback(AudioBus* dest,
- int dest_offset,
- int requested_frames,
- int input_step,
- int output_step);
-
- // Resets the window state to the start of a new window.
- void ResetWindow();
-
- // Does a linear crossfade from |intro| into |outtro| for one frame.
- void CrossfadeFrame(AudioBus* intro,
- int intro_offset,
- AudioBus* outtro,
- int outtro_offset,
- int fade_offset);
+ // Within |search_block_|, find the block of data that is most similar to
+ // |target_block_|, and write it in |optimal_block_|. This method assumes that
+ // there is enough data to perform a search, i.e. |search_block_| and
+ // |target_block_| can be extracted from the available frames.
+ void GetOptimalBlock();
+
+ // Read a maximum of |requested_frames| frames from |wsola_output_|. Returns
+ // number of frames actually read.
+ int WriteCompletedFramesTo(
+ int requested_frames, int output_offset, AudioBus* dest);
+
+ // Fill |dest| with frames from |audio_buffer_| starting from frame
+ // |read_offset_frames|. |dest| is expected to have the same number of
+ // channels as |audio_buffer_|. A negative offset, i.e.
+ // |read_offset_frames| < 0, is accepted assuming that |audio_buffer| is zero
+ // for negative indices. This might happen for few first frames. This method
+ // assumes there is enough frames to fill |dest|, i.e. |read_offset_frames| +
+ // |dest->frames()| does not extend to future.
+ void PeekAudioWithZeroPrepend(int read_offset_frames, AudioBus* dest);
+
+ // Run one iteration of WSOLA, if there are sufficient frames. This will
+ // overlap-and-add one block to |wsola_output_|, hence, |num_complete_frames_|
+ // is incremented by |ola_hop_size_|.
+ bool RunOneWsolaIteration();
+
+ // Seek |audio_buffer_| forward to remove frames from input that are not used
+ // any more. State of the WSOLA will be updated accordingly.
+ void RemoveOldInputFrames();
+
+ // Update |output_time_| by |time_change|. In turn |search_block_index_| is
+ // updated.
+ void UpdateOutputTime(float time_change);
+
+ // Is |target_block_| fully within |search_block_|? If so, we don't need to
+ // perform the search.
+ bool TargetIsWithinSearchRegion() const;
+
+ // Do we have enough data to perform one round of WSOLA?
+ bool CanPerformWsola() const;
// Number of channels in audio stream.
int channels_;
@@ -137,32 +140,79 @@ class MEDIA_EXPORT AudioRendererAlgorithm {
// Buffered audio data.
AudioBufferQueue audio_buffer_;
- // Length for crossfade in frames.
- int frames_in_crossfade_;
-
- // The current location in the audio window, between 0 and |window_size_|.
- // When |index_into_window_| reaches |window_size_|, the window resets.
- // Indexed by frame.
- int index_into_window_;
-
- // The frame number in the crossfade.
- int crossfade_frame_number_;
-
// True if the audio should be muted.
bool muted_;
// If muted, keep track of partial frames that should have been skipped over.
double muted_partial_frame_;
- // Temporary buffer to hold crossfade data.
- scoped_ptr<AudioBus> crossfade_buffer_;
-
- // Window size, in frames (calculated from audio properties).
- int window_size_;
-
// How many frames to have in the queue before we report the queue is full.
int capacity_;
+ // Book keeping of the current time of generated audio, in frames. This
+ // should be appropriately updated when out samples are generated, regardless
+ // of whether we push samples out when FillBuffer() is called or we store
+ // audio in |wsola_output_| for the subsequent calls to FillBuffer().
+ // Furthermore, if samples from |audio_buffer_| are evicted then this
+ // member variable should be updated based on |playback_rate_|.
+ // Note that this member should be updated ONLY by calling UpdateOutputTime(),
+ // so that |search_block_index_| is update accordingly.
+ float output_time_;
+
+ // The offset of the center frame of |search_block_| w.r.t. its first frame.
+ int search_block_center_offset_;
+
+ // Index of the beginning of the |search_block_|, in frames.
+ int search_block_index_;
+
+ // Number of Blocks to search to find the most similar one to the target
+ // frame.
+ int num_candidate_blocks_;
+
+ // Index of the beginning of the target block, counted in frames.
+ int target_block_index_;
+
+ // Overlap-and-add window size in frames.
+ int ola_window_size_;
+
+ // The hop size of overlap-and-add in frames. This implementation assumes 50%
+ // overlap-and-add.
+ int ola_hop_size_;
+
+ // Number of frames in |wsola_output_| that overlap-and-add is completed for
+ // them and can be copied to output if FillBuffer() is called. It also
+ // specifies the index where the next WSOLA window has to overlap-and-add.
+ int num_complete_frames_;
+
+ // This stores a part of the output that is created but couldn't be rendered.
+ // Output is generated frame-by-frame which at some point might exceed the
+ // number of requested samples. Furthermore, due to overlap-and-add,
+ // the last half-window of the output is incomplete, which is stored in this
+ // buffer.
+ scoped_ptr<AudioBus> wsola_output_;
+
+ // Overlap-and-add window.
+ scoped_ptr<float[]> ola_window_;
+
+ // Transition window, used to update |optimal_block_| by a weighted sum of
+ // |optimal_block_| and |target_block_|.
+ scoped_ptr<float[]> transition_window_;
+
+ // Auxiliary variables to avoid allocation in every iteration.
+
+ // Stores the optimal block in every iteration. This is the most
+ // similar block to |target_block_| within |search_block_| and it is
+ // overlap-and-added to |wsola_output_|.
+ scoped_ptr<AudioBus> optimal_block_;
+
+ // A block of data that search is performed over to find the |optimal_block_|.
+ scoped_ptr<AudioBus> search_block_;
+
+ // Stores the target block, denoted as |target| above. |search_block_| is
+ // searched for a block (|optimal_block_|) that is most similar to
+ // |target_block_|.
+ scoped_ptr<AudioBus> target_block_;
+
DISALLOW_COPY_AND_ASSIGN(AudioRendererAlgorithm);
};
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