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Issue 2067863003: Mixing audio with different latency requirements (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: android test fix Created 4 years, 5 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "media/base/audio_latency.h"
6
7 #include <stdint.h>
8
9 #include <algorithm>
10
11 #include "base/logging.h"
12 #include "build/build_config.h"
13
14 namespace media {
15
16 namespace {
17 #if !defined(OS_WIN)
18 // Taken from "Bit Twiddling Hacks"
19 // http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
20 uint32_t RoundUpToPowerOfTwo(uint32_t v) {
21 v--;
22 v |= v >> 1;
23 v |= v >> 2;
24 v |= v >> 4;
25 v |= v >> 8;
26 v |= v >> 16;
27 v++;
28 return v;
29 }
30 #endif
31 } // namespace
32
33 // static
34 int AudioLatency::GetHighLatencyBufferSize(int sample_rate,
35 int preferred_buffer_size) {
36 // Empirically, we consider 20ms of samples to be high latency.
37 const double twenty_ms_size = 2.0 * sample_rate / 100;
38
39 #if defined(OS_WIN)
40 preferred_buffer_size = std::max(preferred_buffer_size, 1);
41
42 // Windows doesn't use power of two buffer sizes, so we should always round up
43 // to the nearest multiple of the output buffer size.
44 const int high_latency_buffer_size =
45 std::ceil(twenty_ms_size / preferred_buffer_size) * preferred_buffer_size;
46 #else
47 // On other platforms use the nearest higher power of two buffer size. For a
48 // given sample rate, this works out to:
49 //
50 // <= 3200 : 64
51 // <= 6400 : 128
52 // <= 12800 : 256
53 // <= 25600 : 512
54 // <= 51200 : 1024
55 // <= 102400 : 2048
56 // <= 204800 : 4096
57 //
58 // On Linux, the minimum hardware buffer size is 512, so the lower calculated
59 // values are unused. OSX may have a value as low as 128.
60 const int high_latency_buffer_size = RoundUpToPowerOfTwo(twenty_ms_size);
61 #endif // defined(OS_WIN)
62
63 #if defined(OS_CHROMEOS)
64 return high_latency_buffer_size; // No preference.
65 #else
66 return std::max(preferred_buffer_size, high_latency_buffer_size);
67 #endif // defined(OS_CHROMEOS)
68 }
69
70 // static
71 int AudioLatency::GetRtcBufferSize(int sample_rate, int hardware_buffer_size) {
72 // Use native hardware buffer size as default. On Windows, we strive to open
73 // up using this native hardware buffer size to achieve best
74 // possible performance and to ensure that no FIFO is needed on the browser
75 // side to match the client request. That is why there is no #if case for
76 // Windows below.
77 int frames_per_buffer = hardware_buffer_size;
78
79 // No |hardware_buffer_size| is specified, fall back to 10 ms buffer size.
80 if (!frames_per_buffer) {
81 frames_per_buffer = sample_rate / 100;
82 DVLOG(1) << "Using 10 ms sink output buffer size: " << frames_per_buffer;
83 return frames_per_buffer;
84 }
85
86 #if defined(OS_LINUX) || defined(OS_MACOSX)
87 // On Linux and MacOS, the low level IO implementations on the browser side
88 // supports all buffer size the clients want. We use the native peer
89 // connection buffer size (10ms) to achieve best possible performance.
90 frames_per_buffer = sample_rate / 100;
91 #elif defined(OS_ANDROID)
92 // TODO(olka/henrika): This settings are very old, need to be revisited.
93 int frames_per_10ms = sample_rate / 100;
94 if (frames_per_buffer < 2 * frames_per_10ms) {
95 // Examples of low-latency frame sizes and the resulting |buffer_size|:
96 // Nexus 7 : 240 audio frames => 2*480 = 960
97 // Nexus 10 : 256 => 2*441 = 882
98 // Galaxy Nexus: 144 => 2*441 = 882
99 frames_per_buffer = 2 * frames_per_10ms;
100 DVLOG(1) << "Low-latency output detected on Android";
101 }
102 #endif
103
104 DVLOG(1) << "Using sink output buffer size: " << frames_per_buffer;
105 return frames_per_buffer;
106 }
107
108 // static
109 int AudioLatency::GetInteractiveBufferSize(int hardware_buffer_size) {
110 #if defined(OS_ANDROID)
111 // The optimum low-latency hardware buffer size is usually too small on
112 // Android for WebAudio to render without glitching. So, if it is small, use
113 // a larger size.
114 //
115 // Since WebAudio renders in 128-frame blocks, the small buffer sizes (144 for
116 // a Galaxy Nexus), cause significant processing jitter. Sometimes multiple
117 // blocks will processed, but other times will not be since the WebAudio can't
118 // satisfy the request. By using a larger render buffer size, we smooth out
119 // the jitter.
120 const int kSmallBufferSize = 1024;
121 const int kDefaultCallbackBufferSize = 2048;
122 if (hardware_buffer_size <= kSmallBufferSize)
123 return kDefaultCallbackBufferSize;
124 #endif
125
126 return hardware_buffer_size;
127 }
128
129 } // namespace media
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