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Side by Side Diff: media/base/audio_latency.cc

Issue 2067863003: Mixing audio with different latency requirements (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: mixing inputs of the same latency Created 4 years, 6 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 "base/logging.h"
10 #include "build/build_config.h"
11
12 namespace media {
13
14 namespace {
15 #if !defined(OS_WIN)
16 // Taken from "Bit Twiddling Hacks"
17 // http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
18 uint32_t RoundUpToPowerOfTwo(uint32_t v) {
19 v--;
20 v |= v >> 1;
21 v |= v >> 2;
22 v |= v >> 4;
23 v |= v >> 8;
24 v |= v >> 16;
25 v++;
26 return v;
27 }
28 #endif
29 } // namespace
30
31 // static
32 int AudioLatency::GetHighLatencyBufferSize(int sample_rate,
33 int preferred_buffer_size) {
34 // Empirically, we consider 20ms of samples to be high latency.
35 const double twenty_ms_size = 2.0 * sample_rate / 100;
36
37 #if defined(OS_WIN)
38 preferred_buffer_size = std::max(preferred_buffer_size, 1);
39
40 // Windows doesn't use power of two buffer sizes, so we should always round up
41 // to the nearest multiple of the output buffer size.
42 const int high_latency_buffer_size =
43 std::ceil(twenty_ms_size / preferred_buffer_size) * preferred_buffer_size;
44 #else
45 // On other platforms use the nearest higher power of two buffer size. For a
46 // given sample rate, this works out to:
47 //
48 // <= 3200 : 64
49 // <= 6400 : 128
50 // <= 12800 : 256
51 // <= 25600 : 512
52 // <= 51200 : 1024
53 // <= 102400 : 2048
54 // <= 204800 : 4096
55 //
56 // On Linux, the minimum hardware buffer size is 512, so the lower calculated
57 // values are unused. OSX may have a value as low as 128.
58 const int high_latency_buffer_size = RoundUpToPowerOfTwo(twenty_ms_size);
59 #endif // defined(OS_WIN)
60
61 #if defined(OS_CHROMEOS)
62 preferred_buffer_size = 0; // No preference.
63 #endif // defined(OS_CHROMEOS)
64
65 return std::max(preferred_buffer_size, high_latency_buffer_size);
66 }
67
68 // static
69 int AudioLatency::GetRtcBufferSize(int sample_rate, int hardware_buffer_size) {
70 // Use native hardware buffer size as default, and use 10 ms buffer if
71 // hardware buffer size is not specified. On Windows, we strive to open
72 // up using this native hardware buffer size to achieve best
73 // possible performance and to ensure that no FIFO is needed on the browser
74 // side to match the client request. That is why there is no #if case for
75 // Windows below.
76 int frames_per_buffer =
77 hardware_buffer_size ? hardware_buffer_size : sample_rate / 100;
78
79 #if defined(OS_LINUX) || defined(OS_MACOSX)
80 // On Linux and MacOS, the low level IO implementations on the browser side
81 // supports all buffer size the clients want. We use the native peer
82 // connection buffer size (10ms) to achieve best possible performance.
83 frames_per_buffer = sample_rate / 100;
84 #elif defined(OS_ANDROID)
85 // TODO(henrika): Keep tuning this scheme and espcicially for low-latency
86 // cases. Might not be possible to come up with the perfect solution using
87 // the render side only.
88 int frames_per_10ms = sample_rate / 100;
89 if (frames_per_buffer < 2 * frames_per_10ms) {
90 // Examples of low-latency frame sizes and the resulting |buffer_size|:
91 // Nexus 7 : 240 audio frames => 2*480 = 960
92 // Nexus 10 : 256 => 2*441 = 882
93 // Galaxy Nexus: 144 => 2*441 = 882
94 frames_per_buffer = 2 * frames_per_10ms;
95 DVLOG(1) << "Low-latency output detected on Android";
96 }
97 #endif
98
99 DVLOG(1) << "Using sink output buffer size: " << frames_per_buffer;
100 return frames_per_buffer;
101 }
102
103 // static
104 int AudioLatency::GetInteractiveBufferSize(int hardware_buffer_size) {
o1ka 2016/06/21 15:16:41 Not sure if we should have it here for now. I borr
chcunningham 2016/06/22 04:34:07 I'm not as familiar with WebAudio, but IIUC that s
o1ka 2016/06/23 16:36:16 WebAudio uses only the default device now, the cau
105 #if defined(OS_ANDROID)
106 // The optimum low-latency hardware buffer size is usually too small on
107 // Android for WebAudio to render without glitching. So, if it is small, use
108 // a larger size.
109 //
110 // Since WebAudio renders in 128-frame blocks, the small buffer sizes (144 for
111 // a Galaxy Nexus), cause significant processing jitter. Sometimes multiple
112 // blocks will processed, but other times will not be since the WebAudio can't
113 // satisfy the request. By using a larger render buffer size, we smooth out
114 // the jitter.
115 const int kSmallBufferSize = 1024;
116 const int kDefaultCallbackBufferSize = 2048;
117 if (hardware_buffer_size <= kSmallBufferSize)
118 return kDefaultCallbackBufferSize;
119 #endif
120
121 return hardware_buffer_size;
122 }
123
124 } // namespace media
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