/* * 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 #include #include #include #include #include // 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; /** * Do nothing. 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 */