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