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1 /*
2  * Copyright (C) 2010 Google Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  *
8  * 1.  Redistributions of source code must retain the above copyright
9  *     notice, this list of conditions and the following disclaimer.
10  * 2.  Redistributions in binary form must reproduce the above copyright
11  *     notice, this list of conditions and the following disclaimer in the
12  *     documentation and/or other materials provided with the distribution.
13  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14  *     its contributors may be used to endorse or promote products derived
15  *     from this software without specific prior written permission.
16  *
17  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27  */
28 
29 #include "config.h"
30 
31 #if ENABLE(WEB_AUDIO)
32 
33 #include "ReverbConvolver.h"
34 
35 #include "VectorMath.h"
36 #include "AudioBus.h"
37 
38 namespace WebCore {
39 
40 using namespace VectorMath;
41 
42 const int InputBufferSize = 8 * 16384;
43 
44 // We only process the leading portion of the impulse response in the real-time thread.  We don't exceed this length.
45 // It turns out then, that the background thread has about 278msec of scheduling slop.
46 // Empirically, this has been found to be a good compromise between giving enough time for scheduling slop,
47 // while still minimizing the amount of processing done in the primary (high-priority) thread.
48 // This was found to be a good value on Mac OS X, and may work well on other platforms as well, assuming
49 // the very rough scheduling latencies are similar on these time-scales.  Of course, this code may need to be
50 // tuned for individual platforms if this assumption is found to be incorrect.
51 const size_t RealtimeFrameLimit = 8192  + 4096; // ~278msec @ 44.1KHz
52 
53 const size_t MinFFTSize = 256;
54 const size_t MaxRealtimeFFTSize = 2048;
55 
backgroundThreadEntry(void * threadData)56 static void* backgroundThreadEntry(void* threadData)
57 {
58     ReverbConvolver* reverbConvolver = static_cast<ReverbConvolver*>(threadData);
59     reverbConvolver->backgroundThreadEntry();
60     return 0;
61 }
62 
ReverbConvolver(AudioChannel * impulseResponse,size_t renderSliceSize,size_t maxFFTSize,size_t convolverRenderPhase,bool useBackgroundThreads)63 ReverbConvolver::ReverbConvolver(AudioChannel* impulseResponse, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads)
64     : m_impulseResponseLength(impulseResponse->length())
65     , m_accumulationBuffer(impulseResponse->length() + renderSliceSize)
66     , m_inputBuffer(InputBufferSize)
67     , m_renderSliceSize(renderSliceSize)
68     , m_minFFTSize(MinFFTSize) // First stage will have this size - successive stages will double in size each time
69     , m_maxFFTSize(maxFFTSize) // until we hit m_maxFFTSize
70     , m_useBackgroundThreads(useBackgroundThreads)
71     , m_backgroundThread(0)
72     , m_wantsToExit(false)
73     , m_moreInputBuffered(false)
74 {
75     // If we are using background threads then don't exceed this FFT size for the
76     // stages which run in the real-time thread.  This avoids having only one or two
77     // large stages (size 16384 or so) at the end which take a lot of time every several
78     // processing slices.  This way we amortize the cost over more processing slices.
79     m_maxRealtimeFFTSize = MaxRealtimeFFTSize;
80 
81     // For the moment, a good way to know if we have real-time constraint is to check if we're using background threads.
82     // Otherwise, assume we're being run from a command-line tool.
83     bool hasRealtimeConstraint = useBackgroundThreads;
84 
85     float* response = impulseResponse->data();
86     size_t totalResponseLength = impulseResponse->length();
87 
88     // Because we're not using direct-convolution in the leading portion, the reverb has an overall latency of half the first-stage FFT size
89     size_t reverbTotalLatency = m_minFFTSize / 2;
90 
91     size_t stageOffset = 0;
92     int i = 0;
93     size_t fftSize = m_minFFTSize;
94     while (stageOffset < totalResponseLength) {
95         size_t stageSize = fftSize / 2;
96 
97         // For the last stage, it's possible that stageOffset is such that we're straddling the end
98         // of the impulse response buffer (if we use stageSize), so reduce the last stage's length...
99         if (stageSize + stageOffset > totalResponseLength)
100             stageSize = totalResponseLength - stageOffset;
101 
102         // This "staggers" the time when each FFT happens so they don't all happen at the same time
103         int renderPhase = convolverRenderPhase + i * renderSliceSize;
104 
105         OwnPtr<ReverbConvolverStage> stage(new ReverbConvolverStage(response, totalResponseLength, reverbTotalLatency, stageOffset, stageSize, fftSize, renderPhase, renderSliceSize, &m_accumulationBuffer));
106 
107         bool isBackgroundStage = false;
108 
109         if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
110             m_backgroundStages.append(stage.release());
111             isBackgroundStage = true;
112         } else
113             m_stages.append(stage.release());
114 
115         stageOffset += stageSize;
116         ++i;
117 
118         // Figure out next FFT size
119         fftSize *= 2;
120         if (hasRealtimeConstraint && !isBackgroundStage && fftSize > m_maxRealtimeFFTSize)
121             fftSize = m_maxRealtimeFFTSize;
122         if (fftSize > m_maxFFTSize)
123             fftSize = m_maxFFTSize;
124     }
125 
126     // Start up background thread
127     // FIXME: would be better to up the thread priority here.  It doesn't need to be real-time, but higher than the default...
128     if (this->useBackgroundThreads() && m_backgroundStages.size() > 0)
129         m_backgroundThread = createThread(WebCore::backgroundThreadEntry, this, "convolution background thread");
130 }
131 
~ReverbConvolver()132 ReverbConvolver::~ReverbConvolver()
133 {
134     // Wait for background thread to stop
135     if (useBackgroundThreads() && m_backgroundThread) {
136         m_wantsToExit = true;
137 
138         // Wake up thread so it can return
139         {
140             MutexLocker locker(m_backgroundThreadLock);
141             m_moreInputBuffered = true;
142             m_backgroundThreadCondition.signal();
143         }
144 
145         waitForThreadCompletion(m_backgroundThread, 0);
146     }
147 }
148 
backgroundThreadEntry()149 void ReverbConvolver::backgroundThreadEntry()
150 {
151     while (!m_wantsToExit) {
152         // Wait for realtime thread to give us more input
153         m_moreInputBuffered = false;
154         {
155             MutexLocker locker(m_backgroundThreadLock);
156             while (!m_moreInputBuffered && !m_wantsToExit)
157                 m_backgroundThreadCondition.wait(m_backgroundThreadLock);
158         }
159 
160         // Process all of the stages until their read indices reach the input buffer's write index
161         int writeIndex = m_inputBuffer.writeIndex();
162 
163         // Even though it doesn't seem like every stage needs to maintain its own version of readIndex
164         // we do this in case we want to run in more than one background thread.
165         int readIndex;
166 
167         while ((readIndex = m_backgroundStages[0]->inputReadIndex()) != writeIndex) { // FIXME: do better to detect buffer overrun...
168             // The ReverbConvolverStages need to process in amounts which evenly divide half the FFT size
169             const int SliceSize = MinFFTSize / 2;
170 
171             // Accumulate contributions from each stage
172             for (size_t i = 0; i < m_backgroundStages.size(); ++i)
173                 m_backgroundStages[i]->processInBackground(this, SliceSize);
174         }
175     }
176 }
177 
process(AudioChannel * sourceChannel,AudioChannel * destinationChannel,size_t framesToProcess)178 void ReverbConvolver::process(AudioChannel* sourceChannel, AudioChannel* destinationChannel, size_t framesToProcess)
179 {
180     bool isSafe = sourceChannel && destinationChannel && sourceChannel->length() >= framesToProcess && destinationChannel->length() >= framesToProcess;
181     ASSERT(isSafe);
182     if (!isSafe)
183         return;
184 
185     float* source = sourceChannel->data();
186     float* destination = destinationChannel->data();
187     bool isDataSafe = source && destination;
188     ASSERT(isDataSafe);
189     if (!isDataSafe)
190         return;
191 
192     // Feed input buffer (read by all threads)
193     m_inputBuffer.write(source, framesToProcess);
194 
195     // Accumulate contributions from each stage
196     for (size_t i = 0; i < m_stages.size(); ++i)
197         m_stages[i]->process(source, framesToProcess);
198 
199     // Finally read from accumulation buffer
200     m_accumulationBuffer.readAndClear(destination, framesToProcess);
201 
202     // Now that we've buffered more input, wake up our background thread.
203 
204     // Not using a MutexLocker looks strange, but we use a tryLock() instead because this is run on the real-time
205     // thread where it is a disaster for the lock to be contended (causes audio glitching).  It's OK if we fail to
206     // signal from time to time, since we'll get to it the next time we're called.  We're called repeatedly
207     // and frequently (around every 3ms).  The background thread is processing well into the future and has a considerable amount of
208     // leeway here...
209     if (m_backgroundThreadLock.tryLock()) {
210         m_moreInputBuffered = true;
211         m_backgroundThreadCondition.signal();
212         m_backgroundThreadLock.unlock();
213     }
214 }
215 
reset()216 void ReverbConvolver::reset()
217 {
218     for (size_t i = 0; i < m_stages.size(); ++i)
219         m_stages[i]->reset();
220 
221     for (size_t i = 0; i < m_backgroundStages.size(); ++i)
222         m_backgroundStages[i]->reset();
223 
224     m_accumulationBuffer.reset();
225     m_inputBuffer.reset();
226 }
227 
228 } // namespace WebCore
229 
230 #endif // ENABLE(WEB_AUDIO)
231