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// Copyright 2018 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.
#ifndef SERVICES_AUDIO_DELAY_BUFFER_H_
#define SERVICES_AUDIO_DELAY_BUFFER_H_
#include <memory>
#include "base/containers/circular_deque.h"
#include "base/macros.h"
namespace media {
class AudioBus;
} // namespace media
namespace audio {
// Records and maintains a recent history of an audio signal, then allows
// read-back starting from part of the recording. While this looks a lot like a
// FIFO, it is not because Read() will typically not be reading from one end of
// a queue.
//
// The audio format is the same throughout all operations, as this DelayBuffer
// does not resample or remix the audio. Also, for absolute precision, it uses
// frame counts to track the timing of the audio recorded and read.
//
// The typical use case is the loopback audio system: In this scenario, the
// service has an audio output stream running for local playback, and the
// stream's audio is timed to play back in the near future (usually, 1 ms to 20
// ms, depending on the platform). When loopback is active, that audio will be
// copied into this DelayBuffer via calls to Write(). Then, the loopback audio
// stream implementation will Read() the audio at a time in the recent past
// (approximately 20 ms before "now," but this will vary slightly). Because of
// clock drift concerns, the loopback implementation will slightly compress/
// stretch the audio signal it pulls out of this buffer, to maintain
// synchronization, and this will cause it to vary the number of frames read for
// each successive Read() call.
class DelayBuffer {
public:
// Use sample counts as a measure of audio signal position.
using FrameTicks = int64_t;
// Construct a DelayBuffer that keeps at least |history_size| un-read frames
// recorded.
explicit DelayBuffer(int history_size);
~DelayBuffer();
// Inserts a copy of the given audio into the buffer. |position| must be
// monotonically increasing, and the audio must not overlap any
// previously-written audio. The length of the |input_bus| may vary, but the
// channel layout may not. The given |volume| will be used to scale the audio
// during the copy to the internal buffer.
void Write(FrameTicks position,
const media::AudioBus& input_bus,
double volume);
// Reads audio from the buffer, starting at the given |from| position, which
// must not overlap any previously-read audio. |frames_to_read| is the number
// of frames to read, which may be any amount less than or equal to the size
// of the |output_bus|. No part of the |output_bus| beyond the first
// |frames_to_read| will be modified. If there are gaps (i.e., missing pieces)
// of the recording, zeros will be filled in the output.
void Read(FrameTicks from, int frames_to_read, media::AudioBus* output_bus);
// Returns the current buffered range of the recording, ala the usual C++
// [begin,end) semantics.
FrameTicks GetBeginPosition() const;
FrameTicks GetEndPosition() const;
private:
struct InputChunk {
// The position of the first frame in this chunk.
FrameTicks position;
// The storage for the audio frames.
std::unique_ptr<media::AudioBus> bus;
// Constructor for an InputChunk with data.
InputChunk(FrameTicks p, std::unique_ptr<media::AudioBus> b);
// Move constructor/assignment.
InputChunk(InputChunk&& other);
InputChunk& operator=(InputChunk&& other);
~InputChunk();
// Returns the position just after the last frame's position.
FrameTicks GetEndPosition() const;
private:
DISALLOW_COPY_AND_ASSIGN(InputChunk);
};
// The minimum number of un-read frames that must be kept.
const int history_size_;
// A queue storing each chunk of recorded audio. The elements in the queue are
// always in-order, chronologically increasing by InputChunk::position, and do
// not overlap.
base::circular_deque<InputChunk> chunks_;
DISALLOW_COPY_AND_ASSIGN(DelayBuffer);
};
} // namespace audio
#endif // SERVICES_AUDIO_DELAY_BUFFER_H_