| Index: media/base/audio_latency.cc
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| diff --git a/media/base/audio_latency.cc b/media/base/audio_latency.cc
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..5d37edf415213ff72aeb6e9753927abf1dfb8894
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| --- /dev/null
|
| +++ b/media/base/audio_latency.cc
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| @@ -0,0 +1,129 @@
|
| +// 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>
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| +
|
| +#include <algorithm>
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| +
|
| +#include "base/logging.h"
|
| +#include "build/build_config.h"
|
| +
|
| +namespace media {
|
| +
|
| +namespace {
|
| +#if !defined(OS_WIN)
|
| +// Taken from "Bit Twiddling Hacks"
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| +// http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
|
| +uint32_t RoundUpToPowerOfTwo(uint32_t v) {
|
| + v--;
|
| + v |= v >> 1;
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| + v |= v >> 2;
|
| + v |= v >> 4;
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| + v |= v >> 8;
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| + v |= v >> 16;
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| + v++;
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| + return v;
|
| +}
|
| +#endif
|
| +} // namespace
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| +
|
| +// static
|
| +int AudioLatency::GetHighLatencyBufferSize(int sample_rate,
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| + int preferred_buffer_size) {
|
| + // Empirically, we consider 20ms of samples to be high latency.
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| + const double twenty_ms_size = 2.0 * sample_rate / 100;
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| +
|
| +#if defined(OS_WIN)
|
| + preferred_buffer_size = std::max(preferred_buffer_size, 1);
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| +
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| + // Windows doesn't use power of two buffer sizes, so we should always round up
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| + // to the nearest multiple of the output buffer size.
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| + const int high_latency_buffer_size =
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| + 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:
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| + //
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| + // <= 3200 : 64
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| + // <= 6400 : 128
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| + // <= 12800 : 256
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| + // <= 25600 : 512
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| + // <= 51200 : 1024
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| + // <= 102400 : 2048
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| + // <= 204800 : 4096
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| + //
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| + // On Linux, the minimum hardware buffer size is 512, so the lower calculated
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| + // values are unused. OSX may have a value as low as 128.
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| + const int high_latency_buffer_size = RoundUpToPowerOfTwo(twenty_ms_size);
|
| +#endif // defined(OS_WIN)
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| +
|
| +#if defined(OS_CHROMEOS)
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| + return high_latency_buffer_size; // No preference.
|
| +#else
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| + return std::max(preferred_buffer_size, high_latency_buffer_size);
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| +#endif // defined(OS_CHROMEOS)
|
| +}
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| +
|
| +// static
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| +int AudioLatency::GetRtcBufferSize(int sample_rate, int hardware_buffer_size) {
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| + // Use native hardware buffer size as default. On Windows, we strive to open
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| + // up using this native hardware buffer size to achieve best
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| + // possible performance and to ensure that no FIFO is needed on the browser
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| + // side to match the client request. That is why there is no #if case for
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| + // Windows below.
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| + int frames_per_buffer = hardware_buffer_size;
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| +
|
| + // No |hardware_buffer_size| is specified, fall back to 10 ms buffer size.
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| + if (!frames_per_buffer) {
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| + frames_per_buffer = sample_rate / 100;
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| + DVLOG(1) << "Using 10 ms sink output buffer size: " << frames_per_buffer;
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| + return frames_per_buffer;
|
| + }
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| +
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| +#if defined(OS_LINUX) || defined(OS_MACOSX)
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| + // On Linux and MacOS, the low level IO implementations on the browser side
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| + // supports all buffer size the clients want. We use the native peer
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| + // connection buffer size (10ms) to achieve best possible performance.
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| + frames_per_buffer = sample_rate / 100;
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| +#elif defined(OS_ANDROID)
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| + // TODO(olka/henrika): This settings are very old, need to be revisited.
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| + int frames_per_10ms = sample_rate / 100;
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| + if (frames_per_buffer < 2 * frames_per_10ms) {
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| + // Examples of low-latency frame sizes and the resulting |buffer_size|:
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| + // Nexus 7 : 240 audio frames => 2*480 = 960
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| + // Nexus 10 : 256 => 2*441 = 882
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| + // Galaxy Nexus: 144 => 2*441 = 882
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| + frames_per_buffer = 2 * frames_per_10ms;
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| + DVLOG(1) << "Low-latency output detected on Android";
|
| + }
|
| +#endif
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| +
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| + DVLOG(1) << "Using sink output buffer size: " << frames_per_buffer;
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| + return frames_per_buffer;
|
| +}
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| +
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| +// static
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| +int AudioLatency::GetInteractiveBufferSize(int hardware_buffer_size) {
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| +#if defined(OS_ANDROID)
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| + // The optimum low-latency hardware buffer size is usually too small on
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| + // Android for WebAudio to render without glitching. So, if it is small, use
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| + // a larger size.
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| + //
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| + // Since WebAudio renders in 128-frame blocks, the small buffer sizes (144 for
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| + // a Galaxy Nexus), cause significant processing jitter. Sometimes multiple
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| + // blocks will processed, but other times will not be since the WebAudio can't
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| + // satisfy the request. By using a larger render buffer size, we smooth out
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| + // the jitter.
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| + const int kSmallBufferSize = 1024;
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| + const int kDefaultCallbackBufferSize = 2048;
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| + if (hardware_buffer_size <= kSmallBufferSize)
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| + return kDefaultCallbackBufferSize;
|
| +#endif
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| +
|
| + return hardware_buffer_size;
|
| +}
|
| +
|
| +} // namespace media
|
|
|