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Unified 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: Unit tests, cleanup Created 4 years, 6 months ago
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Index: media/base/audio_latency.cc
diff --git a/media/base/audio_latency.cc b/media/base/audio_latency.cc
new file mode 100644
index 0000000000000000000000000000000000000000..faff0b8bd3bac5ca88b069e2d3da233098799a88
--- /dev/null
+++ b/media/base/audio_latency.cc
@@ -0,0 +1,126 @@
+// 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 "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) {
+ int frames_per_10ms = sample_rate / 100;
+ // Default values to be used if no |hardware_buffer_size| is specified.
+ int frames_per_buffer = frames_per_10ms;
+
+#if defined(OS_WIN)
+ // 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.
+ if (hardware_buffer_size)
+ frames_per_buffer = hardware_buffer_size;
+#elif 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.
+#elif defined(OS_ANDROID)
+ // TODO(henrika): Keep tuning this scheme and espcicially for low-latency
henrika (OOO until Aug 14) 2016/06/28 13:26:25 nit, especially, and perhaps a good time to remove
o1ka 2016/06/29 10:11:26 Modified TODO. I'm not gonna touch those old setti
+ // cases. Might not be possible to come up with the perfect solution using
+ // the render side only.
+ if (hardware_buffer_size) {
+ frames_per_buffer = hardware_buffer_size;
+ 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

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