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/*
* Copyright 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* AudioProcessorBase.h
*
* Audio processing node and ports that can be used in a simple data flow graph.
*/
#ifndef FLOWGRAPH_AUDIO_PROCESSOR_BASE_H
#define FLOWGRAPH_AUDIO_PROCESSOR_BASE_H
#include <cassert>
#include <cstring>
#include <math.h>
#include <sys/types.h>
#include <time.h>
#include <unistd.h>
// TODO consider publishing all header files under "include/libaaudio/FlowGraph.h"
namespace flowgraph {
// Default block size that can be overridden when the AudioFloatBlockPort is created.
// If it is too small then we will have too much overhead from switching between nodes.
// If it is too high then we will thrash the caches.
constexpr int kDefaultBlockSize = 8; // arbitrary
class AudioFloatInputPort;
/***************************************************************************/
class AudioProcessorBase {
public:
virtual ~AudioProcessorBase() = default;
/**
* Perform custom function.
*
* @param framePosition index of first frame to be processed
* @param numFrames maximum number of frames requested for processing
* @return number of frames actually processed
*/
virtual int32_t onProcess(int64_t framePosition, int32_t numFrames) = 0;
/**
* If the framePosition is at or after the last frame position then call onProcess().
* This prevents infinite recursion in case of cyclic graphs.
* It also prevents nodes upstream from a branch from being executed twice.
*
* @param framePosition
* @param numFrames
* @return
*/
int32_t pullData(int64_t framePosition, int32_t numFrames);
protected:
int64_t mLastFramePosition = -1; // Start at -1 so that the first pull works.
private:
int32_t mFramesValid = 0; // num valid frames in the block
};
/***************************************************************************/
/**
* This is a connector that allows data to flow between modules.
*/
class AudioPort {
public:
AudioPort(AudioProcessorBase &parent, int32_t samplesPerFrame)
: mParent(parent)
, mSamplesPerFrame(samplesPerFrame) {
}
// Ports are often declared public. So let's make them non-copyable.
AudioPort(const AudioPort&) = delete;
AudioPort& operator=(const AudioPort&) = delete;
int32_t getSamplesPerFrame() const {
return mSamplesPerFrame;
}
protected:
AudioProcessorBase &mParent;
private:
const int32_t mSamplesPerFrame = 1;
};
/***************************************************************************/
/**
* This port contains a float type buffer.
* The size is framesPerBlock * samplesPerFrame).
*/
class AudioFloatBlockPort : public AudioPort {
public:
AudioFloatBlockPort(AudioProcessorBase &mParent,
int32_t samplesPerFrame,
int32_t framesPerBlock = kDefaultBlockSize
);
virtual ~AudioFloatBlockPort();
int32_t getFramesPerBlock() const {
return mFramesPerBlock;
}
protected:
/**
* @return buffer internal to the port or from a connected port
*/
virtual float *getBlock() {
return mSampleBlock;
}
private:
const int32_t mFramesPerBlock = 1;
float *mSampleBlock = nullptr; // allocated in constructor
};
/***************************************************************************/
/**
* The results of a module are stored in the buffer of the output ports.
*/
class AudioFloatOutputPort : public AudioFloatBlockPort {
public:
AudioFloatOutputPort(AudioProcessorBase &parent, int32_t samplesPerFrame)
: AudioFloatBlockPort(parent, samplesPerFrame) {
}
virtual ~AudioFloatOutputPort() = default;
using AudioFloatBlockPort::getBlock;
/**
* Call the parent module's onProcess() method.
* That may pull data from its inputs and recursively
* process the entire graph.
* @return number of frames actually pulled
*/
int32_t pullData(int64_t framePosition, int32_t numFrames);
/**
* Connect to the input of another module.
* An input port can only have one connection.
* An output port can have multiple connections.
* If you connect a second output port to an input port
* then it overwrites the previous connection.
*
* This not thread safe. Do not modify the graph topology form another thread while running.
*/
void connect(AudioFloatInputPort *port);
/**
* Disconnect from the input of another module.
* This not thread safe.
*/
void disconnect(AudioFloatInputPort *port);
};
/***************************************************************************/
class AudioFloatInputPort : public AudioFloatBlockPort {
public:
AudioFloatInputPort(AudioProcessorBase &parent, int32_t samplesPerFrame)
: AudioFloatBlockPort(parent, samplesPerFrame) {
}
virtual ~AudioFloatInputPort() = default;
/**
* If connected to an output port then this will return
* that output ports buffers.
* If not connected then it returns the input ports own buffer
* which can be loaded using setValue().
*/
float *getBlock() override;
/**
* Pull data from any output port that is connected.
*/
int32_t pullData(int64_t framePosition, int32_t numFrames);
/**
* Write every value of the float buffer.
* This value will be ignored if an output port is connected
* to this port.
*/
void setValue(float value) {
int numFloats = kDefaultBlockSize * getSamplesPerFrame();
float *buffer = getBlock();
for (int i = 0; i < numFloats; i++) {
*buffer++ = value;
}
}
/**
* Connect to the output of another module.
* An input port can only have one connection.
* An output port can have multiple connections.
* This not thread safe.
*/
void connect(AudioFloatOutputPort *port) {
assert(getSamplesPerFrame() == port->getSamplesPerFrame());
mConnected = port;
}
void disconnect(AudioFloatOutputPort *port) {
assert(mConnected == port);
(void) port;
mConnected = nullptr;
}
void disconnect() {
mConnected = nullptr;
}
private:
AudioFloatOutputPort *mConnected = nullptr;
};
/***************************************************************************/
class AudioSource : public AudioProcessorBase {
public:
explicit AudioSource(int32_t channelCount)
: output(*this, channelCount) {
}
virtual ~AudioSource() = default;
AudioFloatOutputPort output;
void setData(const void *data, int32_t numFrames) {
mData = data;
mSizeInFrames = numFrames;
mFrameIndex = 0;
}
protected:
const void *mData = nullptr;
int32_t mSizeInFrames = 0; // number of frames in mData
int32_t mFrameIndex = 0; // index of next frame to be processed
};
/***************************************************************************/
class AudioSink : public AudioProcessorBase {
public:
explicit AudioSink(int32_t channelCount)
: input(*this, channelCount) {
}
virtual ~AudioSink() = default;
AudioFloatInputPort input;
/**
* Dummy processor. The work happens in the read() method.
*
* @param framePosition index of first frame to be processed
* @param numFrames
* @return number of frames actually processed
*/
int32_t onProcess(int64_t framePosition, int32_t numFrames) override {
(void) framePosition;
(void) numFrames;
return 0;
};
virtual int32_t read(void *data, int32_t numFrames) = 0;
protected:
int32_t pull(int32_t numFrames);
private:
int64_t mFramePosition = 0;
};
} /* namespace flowgraph */
#endif /* FLOWGRAPH_AUDIO_PROCESSOR_BASE_H */