Index: media/base/audio_latency.cc |
diff --git a/media/base/audio_latency.cc b/media/base/audio_latency.cc |
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+// Copyright 2016 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "media/base/audio_latency.h" |
+ |
+#include <stdint.h> |
+#include <algorithm> |
+ |
+#include "base/logging.h" |
+#include "build/build_config.h" |
+ |
+namespace media { |
+ |
+namespace { |
+#if !defined(OS_WIN) |
+// Taken from "Bit Twiddling Hacks" |
+// http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 |
+uint32_t RoundUpToPowerOfTwo(uint32_t v) { |
+ v--; |
+ v |= v >> 1; |
+ v |= v >> 2; |
+ v |= v >> 4; |
+ v |= v >> 8; |
+ v |= v >> 16; |
+ v++; |
+ return v; |
+} |
+#endif |
+} // namespace |
+ |
+// static |
+int AudioLatency::GetHighLatencyBufferSize(int sample_rate, |
+ int preferred_buffer_size) { |
+ // Empirically, we consider 20ms of samples to be high latency. |
+ const double twenty_ms_size = 2.0 * sample_rate / 100; |
+ |
+#if defined(OS_WIN) |
+ preferred_buffer_size = std::max(preferred_buffer_size, 1); |
+ |
+ // Windows doesn't use power of two buffer sizes, so we should always round up |
+ // to the nearest multiple of the output buffer size. |
+ const int high_latency_buffer_size = |
+ std::ceil(twenty_ms_size / preferred_buffer_size) * preferred_buffer_size; |
+#else |
+ // On other platforms use the nearest higher power of two buffer size. For a |
+ // given sample rate, this works out to: |
+ // |
+ // <= 3200 : 64 |
+ // <= 6400 : 128 |
+ // <= 12800 : 256 |
+ // <= 25600 : 512 |
+ // <= 51200 : 1024 |
+ // <= 102400 : 2048 |
+ // <= 204800 : 4096 |
+ // |
+ // On Linux, the minimum hardware buffer size is 512, so the lower calculated |
+ // values are unused. OSX may have a value as low as 128. |
+ const int high_latency_buffer_size = RoundUpToPowerOfTwo(twenty_ms_size); |
+#endif // defined(OS_WIN) |
+ |
+#if defined(OS_CHROMEOS) |
+ return high_latency_buffer_size; // No preference. |
+#else |
+ return std::max(preferred_buffer_size, high_latency_buffer_size); |
+#endif // defined(OS_CHROMEOS) |
+} |
+ |
+// static |
+int AudioLatency::GetRtcBufferSize(int sample_rate, int hardware_buffer_size) { |
+ // Use native hardware buffer size as default. On Windows, we strive to open |
+ // up using this native hardware buffer size to achieve best |
+ // possible performance and to ensure that no FIFO is needed on the browser |
+ // side to match the client request. That is why there is no #if case for |
+ // Windows below. |
+ int frames_per_buffer = hardware_buffer_size; |
+ |
+ // No |hardware_buffer_size| is specified, fail back to 10 ms buffer size. |
+ if (!frames_per_buffer) { |
+ frames_per_buffer = sample_rate / 100; |
+ DVLOG(1) << "Using 10 ms sink output buffer size: " << frames_per_buffer; |
+ return frames_per_buffer; |
+ } |
+ |
+#if defined(OS_LINUX) || defined(OS_MACOSX) |
+ // On Linux and MacOS, the low level IO implementations on the browser side |
+ // supports all buffer size the clients want. We use the native peer |
+ // connection buffer size (10ms) to achieve best possible performance. |
+ frames_per_buffer = sample_rate / 100; |
+#elif defined(OS_ANDROID) |
+ // TODO(olka/henrika): This settings are very old, need to be revisited. |
+ int frames_per_10ms = sample_rate / 100; |
+ if (frames_per_buffer < 2 * frames_per_10ms) { |
+ // Examples of low-latency frame sizes and the resulting |buffer_size|: |
+ // Nexus 7 : 240 audio frames => 2*480 = 960 |
+ // Nexus 10 : 256 => 2*441 = 882 |
+ // Galaxy Nexus: 144 => 2*441 = 882 |
+ frames_per_buffer = 2 * frames_per_10ms; |
+ DVLOG(1) << "Low-latency output detected on Android"; |
+ } |
+#endif |
+ |
+ DVLOG(1) << "Using sink output buffer size: " << frames_per_buffer; |
+ return frames_per_buffer; |
+} |
+ |
+// static |
+int AudioLatency::GetInteractiveBufferSize(int hardware_buffer_size) { |
+#if defined(OS_ANDROID) |
+ // The optimum low-latency hardware buffer size is usually too small on |
+ // Android for WebAudio to render without glitching. So, if it is small, use |
+ // a larger size. |
+ // |
+ // Since WebAudio renders in 128-frame blocks, the small buffer sizes (144 for |
+ // a Galaxy Nexus), cause significant processing jitter. Sometimes multiple |
+ // blocks will processed, but other times will not be since the WebAudio can't |
+ // satisfy the request. By using a larger render buffer size, we smooth out |
+ // the jitter. |
+ const int kSmallBufferSize = 1024; |
+ const int kDefaultCallbackBufferSize = 2048; |
+ if (hardware_buffer_size <= kSmallBufferSize) |
+ return kDefaultCallbackBufferSize; |
+#endif |
+ |
+ return hardware_buffer_size; |
+} |
+ |
+} // namespace media |