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Bug 1188643. Buffer more audio in audio capture mode to avoid glitches. r=cpearce.
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@ -205,7 +205,7 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mQuickBufferingLowDataThresholdUsecs(detail::QUICK_BUFFERING_LOW_DATA_USECS),
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mIsAudioPrerolling(false),
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mIsVideoPrerolling(false),
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mAudioCaptured(false),
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mAudioCaptured(false, "MediaDecoderStateMachine::mAudioCaptured"),
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mAudioCompleted(false, "MediaDecoderStateMachine::mAudioCompleted"),
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mNotifyMetadataBeforeFirstFrame(false),
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mDispatchedEventToDecode(false),
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@ -219,7 +219,7 @@ MediaDecoderStateMachine::MediaDecoderStateMachine(MediaDecoder* aDecoder,
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mCorruptFrames(60),
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mDecodingFirstFrame(true),
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mSentLoadedMetadataEvent(false),
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mSentFirstFrameLoadedEvent(false),
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mSentFirstFrameLoadedEvent(false, "MediaDecoderStateMachine::mSentFirstFrameLoadedEvent"),
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mSentPlaybackEndedEvent(false),
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mStreamSink(new DecodedStream(mTaskQueue, mAudioQueue, mVideoQueue)),
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mResource(aDecoder->GetResource()),
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@ -350,6 +350,8 @@ MediaDecoderStateMachine::InitializationTask()
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mWatchManager.Watch(mPlayState, &MediaDecoderStateMachine::PlayStateChanged);
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mWatchManager.Watch(mLogicallySeeking, &MediaDecoderStateMachine::LogicallySeekingChanged);
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mWatchManager.Watch(mSameOriginMedia, &MediaDecoderStateMachine::SameOriginMediaChanged);
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mWatchManager.Watch(mSentFirstFrameLoadedEvent, &MediaDecoderStateMachine::AdjustAudioThresholds);
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mWatchManager.Watch(mAudioCaptured, &MediaDecoderStateMachine::AdjustAudioThresholds);
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// Propagate mSameOriginMedia to mDecodedStream.
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SameOriginMediaChanged();
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@ -2070,6 +2072,33 @@ MediaDecoderStateMachine::IsDecodingFirstFrame()
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return mState == DECODER_STATE_DECODING && mDecodingFirstFrame;
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}
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void
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MediaDecoderStateMachine::AdjustAudioThresholds()
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{
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MOZ_ASSERT(OnTaskQueue());
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ReentrantMonitorAutoEnter mon(mDecoder->GetReentrantMonitor());
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// Experiments show that we need to buffer more if audio is captured to avoid
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// audio glitch. See bug 1188643 comment 16 for the details.
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int64_t divisor = mAudioCaptured ? NO_VIDEO_AMPLE_AUDIO_DIVISOR / 2
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: NO_VIDEO_AMPLE_AUDIO_DIVISOR;
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// We're playing audio only. We don't need to worry about slow video
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// decodes causing audio underruns, so don't buffer so much audio in
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// order to reduce memory usage.
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if (HasAudio() && !HasVideo() && mSentFirstFrameLoadedEvent) {
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mAmpleAudioThresholdUsecs = detail::AMPLE_AUDIO_USECS / divisor;
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mLowAudioThresholdUsecs = detail::LOW_AUDIO_USECS / divisor;
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mQuickBufferingLowDataThresholdUsecs =
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detail::QUICK_BUFFERING_LOW_DATA_USECS / divisor;
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// Check if we need to stop audio prerolling for thresholds changed.
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if (mIsAudioPrerolling && DonePrerollingAudio()) {
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StopPrerollingAudio();
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}
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}
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}
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void
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MediaDecoderStateMachine::FinishDecodeFirstFrame()
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{
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@ -2090,15 +2119,6 @@ MediaDecoderStateMachine::FinishDecodeFirstFrame()
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"transportSeekable=%d, mediaSeekable=%d",
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Duration().ToMicroseconds(), mResource->IsTransportSeekable(), mMediaSeekable.Ref());
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if (HasAudio() && !HasVideo() && !mSentFirstFrameLoadedEvent) {
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// We're playing audio only. We don't need to worry about slow video
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// decodes causing audio underruns, so don't buffer so much audio in
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// order to reduce memory usage.
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mAmpleAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR;
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mLowAudioThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR;
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mQuickBufferingLowDataThresholdUsecs /= NO_VIDEO_AMPLE_AUDIO_DIVISOR;
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}
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// Get potentially updated metadata
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{
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ReentrantMonitorAutoExit exitMon(mDecoder->GetReentrantMonitor());
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@ -654,6 +654,8 @@ private:
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// play time.
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bool NeedToSkipToNextKeyframe();
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void AdjustAudioThresholds();
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// The decoder object that created this state machine. The state machine
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// holds a strong reference to the decoder to ensure that the decoder stays
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// alive once media element has started the decoder shutdown process, and has
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@ -1136,7 +1138,7 @@ private:
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// True if we shouldn't play our audio (but still write it to any capturing
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// streams). When this is true, the audio thread will never start again after
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// it has stopped.
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bool mAudioCaptured;
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Watchable<bool> mAudioCaptured;
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// True if the audio playback thread has finished. It is finished
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// when either all the audio frames have completed playing, or we've moved
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@ -1228,7 +1230,7 @@ private:
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// SetStartTime because the mStartTime already set before. Also we don't need
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// to decode any audio/video since the MediaDecoder will trigger a seek
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// operation soon.
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bool mSentFirstFrameLoadedEvent;
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Watchable<bool> mSentFirstFrameLoadedEvent;
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bool mSentPlaybackEndedEvent;
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