mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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208 lines
7.3 KiB
C++
208 lines
7.3 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla code.
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*
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* The Initial Developer of the Original Code is the Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* David Humphrey <david.humphrey@senecac.on.ca>
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* Yury Delendik
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "nsTArray.h"
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#include "nsAudioAvailableEventManager.h"
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#define MILLISECONDS_PER_SECOND 1000
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using namespace mozilla;
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class nsAudioAvailableEventRunner : public nsRunnable
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{
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private:
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nsCOMPtr<nsBuiltinDecoder> mDecoder;
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nsAutoArrayPtr<float> mFrameBuffer;
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public:
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nsAudioAvailableEventRunner(nsBuiltinDecoder* aDecoder, float* aFrameBuffer,
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PRUint32 aFrameBufferLength, PRUint64 aTime) :
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mDecoder(aDecoder),
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mFrameBuffer(aFrameBuffer),
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mFrameBufferLength(aFrameBufferLength),
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mTime(aTime)
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{
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}
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NS_IMETHOD Run()
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{
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mDecoder->AudioAvailable(mFrameBuffer.forget(), mFrameBufferLength, mTime);
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return NS_OK;
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}
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const PRUint32 mFrameBufferLength;
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const PRUint64 mTime;
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};
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nsAudioAvailableEventManager::nsAudioAvailableEventManager(nsBuiltinDecoder* aDecoder) :
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mDecoder(aDecoder),
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mSignalBuffer(new float[mDecoder->GetFrameBufferLength()]),
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mSignalBufferLength(mDecoder->GetFrameBufferLength()),
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mSignalBufferPosition(0),
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mMonitor("media.audioavailableeventmanager")
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{
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}
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void nsAudioAvailableEventManager::Init(PRUint32 aChannels, PRUint32 aRate)
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{
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mSamplesPerSecond = aChannels * aRate;
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}
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void nsAudioAvailableEventManager::DispatchPendingEvents(PRUint64 aCurrentTime)
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{
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MonitorAutoEnter mon(mMonitor);
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while (mPendingEvents.Length() > 0) {
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nsAudioAvailableEventRunner* e =
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(nsAudioAvailableEventRunner*)mPendingEvents[0].get();
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if (e->mTime > aCurrentTime) {
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break;
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}
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nsCOMPtr<nsIRunnable> event = mPendingEvents[0];
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mPendingEvents.RemoveElementAt(0);
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NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
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}
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}
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void nsAudioAvailableEventManager::QueueWrittenAudioData(float* aAudioData,
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PRUint32 aAudioDataLength,
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PRUint64 aEndTimeSampleOffset)
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{
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PRUint32 currentBufferSize = mDecoder->GetFrameBufferLength();
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if (!mSignalBuffer ||
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(mSignalBufferPosition == 0 && mSignalBufferLength != currentBufferSize)) {
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if (!mSignalBuffer || (mSignalBufferLength < currentBufferSize)) {
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// Only resize if buffer is empty or smaller.
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mSignalBuffer = new float[currentBufferSize];
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}
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mSignalBufferLength = currentBufferSize;
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}
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float* audioData = aAudioData;
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PRUint32 audioDataLength = aAudioDataLength;
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PRUint32 signalBufferTail = mSignalBufferLength - mSignalBufferPosition;
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// Group audio samples into optimal size for event dispatch, and queue.
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while (signalBufferTail <= audioDataLength) {
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PRUint64 time = 0;
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// Guard against unsigned number overflow during first frame time calculation.
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if (aEndTimeSampleOffset > mSignalBufferPosition + audioDataLength) {
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time = MILLISECONDS_PER_SECOND * (aEndTimeSampleOffset -
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mSignalBufferPosition - audioDataLength) / mSamplesPerSecond;
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}
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// Fill the signalBuffer.
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memcpy(mSignalBuffer.get() + mSignalBufferPosition,
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audioData, sizeof(float) * signalBufferTail);
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audioData += signalBufferTail;
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audioDataLength -= signalBufferTail;
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MonitorAutoEnter mon(mMonitor);
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if (mPendingEvents.Length() > 0) {
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// Check last event timecode to make sure that all queued events
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// are in non-decending sequence.
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nsAudioAvailableEventRunner* lastPendingEvent =
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(nsAudioAvailableEventRunner*)mPendingEvents[mPendingEvents.Length() - 1].get();
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if (lastPendingEvent->mTime > time) {
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// Clear the queue to start a fresh sequence.
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mPendingEvents.Clear();
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}
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}
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// Inform the element that we've written sound data.
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nsCOMPtr<nsIRunnable> event =
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new nsAudioAvailableEventRunner(mDecoder, mSignalBuffer.forget(),
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mSignalBufferLength, time);
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mPendingEvents.AppendElement(event);
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// Reset the buffer
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mSignalBufferLength = currentBufferSize;
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mSignalBuffer = new float[currentBufferSize];
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mSignalBufferPosition = 0;
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signalBufferTail = currentBufferSize;
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NS_ASSERTION(audioDataLength >= 0, "Past new signal data length.");
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}
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NS_ASSERTION(mSignalBufferPosition + audioDataLength < mSignalBufferLength,
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"Intermediate signal buffer must fit at least one more item.");
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if (audioDataLength > 0) {
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// Add data to the signalBuffer.
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memcpy(mSignalBuffer.get() + mSignalBufferPosition,
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audioData, sizeof(float) * audioDataLength);
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mSignalBufferPosition += audioDataLength;
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}
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}
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void nsAudioAvailableEventManager::Clear()
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{
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MonitorAutoEnter mon(mMonitor);
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mPendingEvents.Clear();
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mSignalBufferPosition = 0;
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}
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void nsAudioAvailableEventManager::Drain(PRUint64 aEndTime)
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{
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MonitorAutoEnter mon(mMonitor);
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// Force all pending events to go now.
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for (PRUint32 i = 0; i < mPendingEvents.Length(); ++i) {
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nsCOMPtr<nsIRunnable> event = mPendingEvents[i];
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NS_DispatchToMainThread(event, NS_DISPATCH_NORMAL);
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}
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mPendingEvents.Clear();
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// If there is anything left in the signal buffer, put it in an event and fire.
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if (0 == mSignalBufferPosition)
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return;
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// Zero-pad the end of the signal buffer so it's complete.
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memset(mSignalBuffer.get() + mSignalBufferPosition, 0,
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(mSignalBufferLength - mSignalBufferPosition) * sizeof(float));
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// Force this last event to go now.
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nsCOMPtr<nsIRunnable> lastEvent =
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new nsAudioAvailableEventRunner(mDecoder, mSignalBuffer.forget(),
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mSignalBufferLength, aEndTime);
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NS_DispatchToMainThread(lastEvent, NS_DISPATCH_NORMAL);
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mSignalBufferPosition = 0;
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}
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