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aff7ad1080
Or most of them anyway (excl. draft-hw-acceleration and draft-va which didn't seem particularly pertinent).
129 lines
5.1 KiB
Markdown
129 lines
5.1 KiB
Markdown
## Audiosink design
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### Requirements
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- must operate chain based. Most simple playback pipelines will push
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audio from the decoders into the audio sink.
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- must operate getrange based Most professional audio applications
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will operate in a mode where the audio sink pulls samples from the
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pipeline. This is typically done in a callback from the audiosink
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requesting N samples. The callback is either scheduled from a thread
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or from an interrupt from the audio hardware device.
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- Exact sample accurate clocks. the audiosink must be able to provide
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a clock that is sample accurate even if samples are dropped or when
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discontinuities are found in the stream.
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- Exact timing of playback. The audiosink must be able to play samples
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at their exact times.
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- use DMA access when possible. When the hardware can do DMA we should
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use it. This should also work over bufferpools to avoid data copying
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to/from kernel space.
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### Design
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The design is based on a set of base classes and the concept of a
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ringbuffer of samples.
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+-----------+ - provide preroll, rendering, timing
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+ basesink + - caps nego
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+-----+-----+
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+-----V----------+ - manages ringbuffer
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+ audiobasesink + - manages scheduling (push/pull)
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+-----+----------+ - manages clock/query/seek
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| - manages scheduling of samples in the ringbuffer
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| - manages caps parsing
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+-----V------+ - default ringbuffer implementation with a GThread
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+ audiosink + - subclasses provide open/read/close methods
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+------------+
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The ringbuffer is a contiguous piece of memory divided into segtotal
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pieces of segments. Each segment has segsize bytes.
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play position
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v
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+---+---+---+-------------------------------------+----------+
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+ 0 | 1 | 2 | .... | segtotal |
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+---+---+---+-------------------------------------+----------+
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<--->
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segsize bytes = N samples * bytes_per_sample.
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The ringbuffer has a play position, which is expressed in segments. The
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play position is where the device is currently reading samples from the
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buffer.
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The ringbuffer can be put to the PLAYING or STOPPED state.
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In the STOPPED state no samples are played to the device and the play
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pointer does not advance.
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In the PLAYING state samples are written to the device and the
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ringbuffer should call a configurable callback after each segment is
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written to the device. In this state the play pointer is advanced after
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each segment is written.
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A write operation to the ringbuffer will put new samples in the
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ringbuffer. If there is not enough space in the ringbuffer, the write
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operation will block. The playback of the buffer never stops, even if
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the buffer is empty. When the buffer is empty, silence is played by the
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device.
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The ringbuffer is implemented with lockfree atomic operations,
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especially on the reading side so that low-latency operations are
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possible.
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Whenever new samples are to be put into the ringbuffer, the position of
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the read pointer is taken. The required write position is taken and the
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diff is made between the required and actual position. If the difference
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is \<0, the sample is too late. If the difference is bigger than
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segtotal, the writing part has to wait for the play pointer to advance.
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### Scheduling
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#### chain based mode
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In chain based mode, bytes are written into the ringbuffer. This
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operation will eventually block when the ringbuffer is filled.
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When no samples arrive in time, the ringbuffer will play silence. Each
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buffer that arrives will be placed into the ringbuffer at the correct
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times. This means that dropping samples or inserting silence is done
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automatically and very accurate and independend of the play pointer.
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In this mode, the ringbuffer is usually kept as full as possible. When
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using a small buffer (small segsize and segtotal), the latency for audio
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to start from the sink to when it is played can be kept low but at least
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one context switch has to be made between read and write.
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#### getrange based mode
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In getrange based mode, the audiobasesink will use the callback
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function of the ringbuffer to get a segsize samples from the peer
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element. These samples will then be placed in the ringbuffer at the
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next play position. It is assumed that the getrange function returns
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fast enough to fill the ringbuffer before the play pointer reaches
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the write pointer.
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In this mode, the ringbuffer is usually kept as empty as possible.
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There is no context switch needed between the elements that create
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the samples and the actual writing of the samples to the device.
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#### DMA mode
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Elements that can do DMA based access to the audio device have to
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subclass from the GstAudioBaseSink class and wrap the DMA ringbuffer
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in a subclass of GstRingBuffer.
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The ringbuffer subclass should trigger a callback after writing or
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playing each sample to the device. This callback can be triggered
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from a thread or from a signal from the audio device.
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### Clocks
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The GstAudioBaseSink class will use the ringbuffer to act as a clock
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provider. It can do this by using the play pointer and the delay to
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calculate the clock time.
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