Thanks,
Gang Shen
-----Original Message-----
From: ext Greg Wright [mailto:[EMAIL PROTECTED]
Sent: Thursday, September 29, 2005 5:43 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
[EMAIL PROTECTED] wrote:
Hi, Greg,
I have been working on other stuff and just come back on this issue
again.
At the end of the attached log, you may find the audio device received
more data (minimum pushdown size) than the decoder generated. The log
was taken with original Helix CHXAudioDevice (non-DSP) for a local
playback clip. At least, it shows HXAudioSession will push more PCM down
to device.
During streaming, whenever underflow happens, the extra PCM will be
pushed down. It is hard for hardware decoder/device because the device
doesn't take PCM. Meanwhile, device has to pretend consuming those PCM
otherwise the AudioSession will get stuck.
I will check the replaced audio device logic in
HXAudioSession::CheckToPlayMoreAudio(). Maybe we should give our device
a method like NumberOfBlocksRemainingToPlay(). It will be very helpful
if I can know something about CHXAudioStream and what is the rule for
generating more PCMs.
I would hold off on this for now. I am getting ready to check in a big
change to CHXAudioSession. After that we can see if you still have the
problem, if so, we can fix it then. The check-in should be today or
tomorrow.
--greg.
Thanks,
Gang Shen
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of ext Greg
Wright
Sent: Tuesday, September 13, 2005 2:30 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
Hi Gang Shen,
I was just looking through my email and saw the below. Where are you
at with this, still having problems?
--greg.
[EMAIL PROTECTED] wrote:
Please see comments below...
-----Original Message-----
From: ext Greg Wright [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 17, 2005 1:45 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
[EMAIL PROTECTED] wrote:
Hi, Greg,
Actually, my HW decoder/device is doing exactly what you suggested.
All dummy PCMs coming through Device::Write() are thrown away. Encoded
data (if there are any) is pushed to HW as soon as possible.
OnTimeSync() has no problem. Device::Write() will only update a counter
(nBytesToWrite) and will trigger the HW device to played if HW is
stopped for some reasons. It has been working fine in most cases.
The problem I had is a deadlock case that may happen if there is a
mismatch of total frames(bytes) pushed down through Device::Write() and
the total frames generated through Decoder::Decode(). It does happen
very often during streaming. It is related to the code for replaced
device in HXAudioSession::CheckToPlayMoreAudio().
For example, at one moment(t0), if 200ms PCMs pushed down through
Device::Write(), at the same time there are 4 encoded frames (80ms) in
buffer, made by Decoder::Decode().
Bytes pushed down Bytes
buffered
via Device::Write() by
Decoder::Decode()
t0 200ms 80ms
t0+80ms 120ms 0
//no encoded data
First, what do you mean by "Device::Write()"? I hope you mean
CHXAudioDevice::Write().
Then let's check HXAudioSession::CheckToPlayMoreAudio()
if (m_pAudioDev->GetCurrentAudioTime(ulCurTime) == HXR_OK)
{
UINT32 ulNumBlocksPlayed = (UINT32) ((double)
ulCurTime / m_dGranularity);
if (m_ulBlocksWritten > ulNumBlocksPlayed)
{
m_uNumToBePlayed = uNumBlocks = (UINT16)
(m_ulBlocksWritten - ulNumBlocksPlayed);
}
/* Now that m_ulMinimumPushdown can be set by the
user, it is possible
* for MIN_BLOCKS_TOBEQUEUED to be 0.
*/
if (uNumBlocks == 0 ||
uNumBlocks < m_ulMinBlocksTobeQueued)
{
bPlay = TRUE;
}
If you are in this code block, then it means that you do not return
true from IsWaveOutDevice(). Is that correct? If so, this code uses
the current
==== GS =====
I am going to into this block because "m_bReplacedDev" is true. The HW
device is not a CHXAudioDevice. IsWaveOutDevice() is a specific method
of CHXAudioDevice, not part of IHXAudioDevice.
=============
audio time to determine how many blocks have been played. If this is
causing you problems make sure that GetCurrentAudioTime(ulCurTime) is
smooth and constantly increasing. It should never just sit at a given
number. Since your hardware decoder should be pushing data as fast as
it can to the audio hardware, you should never see an underflow. If
you do, then it could mean that the renderer is not getting packets
fast enough (or in lumps). This, again, can be caused by a bad
implementation of GetCurrentAudioTime(ulCurTime) or no OnTimeSync()
calls to the core (or just not often enough).
Please verify that GetCurrentAudioTime() returns good values and is
*always* increasing. Next, verify that you are calling the equivilent
of:
==== GS ====
The underflow happens during streaming. When HW decoder/device
consumes all encoded frames and no packets coming in,
GetCurrentAudioTime() will not increase unless device fake timeline.
Except that, the following code is very close to mine.
The deadlock case is special case of underflow, when
GetCurrentAudioTime() can NOT give a correct measure about whether
AudioDevice still have data to play. This is probably true for all HW
device because the total number of frames pushed down is not equal to
total encoded frames buffered in HW decoder, at least in current code.
On the renderer side, there are three places in Renderer that can
produces audio frames:
1) OnTimeSync()
//not for symbian s60basic profile,
//HELIX_CONFIG_MIN_PCM_PUSH_DOWN is not defined
2) OnPacket()
//not working in deadlock case, because the
m_PlayState==playing.
3) OnDryNotification
//In the deadlock case I mentioned,
HXAudioSession::CheckToPlayMoreAudio()
// cannot reach PlayAudio(), OnDryNotification won't be
invoked.
If underflow happens and CheckToPlayMoreAudio gets stuck as described,
Renderer won't pass any data into decoder. Then the pipeline blocks
itself.
============
if (!m_bPaused)
{
ULONG32 ulAudioTime = 0;
theErr = _Imp_GetCurrentTime( ulAudioTime );
if (m_pDeviceResponse)
{
theErr = m_pDeviceResponse->OnTimeSync(ulAudioTime);
}
}
It should be calling that every 10-20ms as a start.
--greg.
After 80ms, the 'uNumBlocks' is 1 (100ms per block), the
'm_ulMinBlocksTobeQueued' is 1 too, then 'bPlay' can never be TRUE. That
means, from now on, CheckToPlayMoreAudio() will never be able to reach
PlayAudio().
Meanwhile, the Renderer stops decoding too. There are three places
CAudioRenderer invoke DoAudio() -- depack, decode and pass PCM to
stream:
1) OnTimeSync()
//not for s60basic.pcf, HELIX_CONFIG_MIN_PCM_PUSH_DOWN
isdefined
2) OnPacket()
//not working, at this moment, the m_PlayState==playing.
3) OnDryNotification
//Since HXAudioSession::CheckToPlayMoreAudio() cannot
reach PlayAudio(),
//OnDryNotification won't be invoked.
So, the producer and consumer got stuck there.
The reasons why original device class works even if there is a
mismatch could be:
1) Original device consumes PCMs. It is fine to consume dummy
PCMs and make the CheckToPlayMoreAudio() moving.
2) Original device has the specific method:
NumberOfBlocksRemainingToPlay(). HXAudioSession::CheckToPlayMoreAudio()
depends on this method to decide whether to PlayAudio(). Even if there
is a mismatch, NumberOfBlocksRemainingToPlay() can still inform
HXAudioSession the right number.
Above is my analysis of the deadlock situation I met when making a HW
decoder/device. If there is anything incorrect, please let me know.
Thanks,
Gang Shen
-----Original Message-----
From: ext Greg Wright [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 16, 2005 6:51 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
[EMAIL PROTECTED] wrote:
Hi, Greg,
Our DSP decoder/device are on the same physical device. We push
encoded frames into the device but cannot get decoded PCMs back. So the
decoder class (Decode() method) buffers each encoded frames, feeds back
dummy PCMs audio services. When AudioDevice::Write() is called, we push
a proper amount of buffered encoded frames to physical device.
Decoder::Decode() ----> Audio Service ---->
Device::Write()
The mismatch happens between the total bytes coming into
AudioDevice::Write() and the total bytes Decoder::Decode() feeds back
(equal to the total frames Decoder buffered). There are moments that
encoded frames is running out while Device::Write() still gets called
with dummy PCMs pushed down. I am trying to understand in what cases
this mismatch will happen -- so far we are testing AMR-NB and this
happens quite frequently during streaming.
You should not be using incoming PCM data to meter your flow of
decoded audio data. The audio stream is the master source of the
timeline. So, you should just be pushing audio data into your audio
device as fast as it can consume it (which will be the
samplerate*channels*bits/sample).
You audio device code then must provide the master timeline
information via the OnTimeSync() calls into the core on a regular
basis. This timeline information is then sent out to all the other
renderers in the system to provide them with the current timeline.
That is how video renderers know what frame to blt.
So, just ignore and throw away all the dummy PCM data coming into the
audio device code (CHXAudioDevice) and provide the timeline
information via OnTimeSync() (and GetCurrentAudioTime()) and all
should work fine.
--greg.
Thanks,
Gang Shen
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of ext Greg
Wright
Sent: Tuesday, August 16, 2005 1:54 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
[EMAIL PROTECTED] wrote:
Hi, Greg,
You are right. I am using that guide to code a HW audio device. I
don't have problems with the dummy PCMs illustrated in that guide.
As you know, HW audio device/decoder buffers encoded audio frames
and feedbacks correspondent dummy PCMs. I did exactly like that.
Later, I found that HXAudioSession pushes down more PCMs to device
than the dummy PCMs decoder feed backed. It is not clear to me what
is case HXAudioSession will insert silent PCMs into the stream.
Maybe packet loss? If so, how does HW audio device know that PCMs
pushed down is actually faked silence? -- this is very important
for HW device/decoders for they don't accept silent PCMs.
All dummy PCMs send through the audio services should be silence (in
case they get mixed or faded with other streams). Each dummy PCM
should also be thrown away. I assume that the real audio data is
being send directly from your DSP decoder directly to the audio
physical device. Is that correct? Or, are you decoding in the DSP
and then sending *real* audio PCM data back to the renderer, which
in turn, sends it to the audio services?
Also, can you tell me how you know there are *more* PCM then what
your decoder provided? Are you mesuring by bytes or by number of
chunks sent (Write())? Your decoder will decode in the native format
of the coded audio right? It is possible that the media engine is
resampling the PCM data to match what ever format the audio device
was opened up at. For example, the audio could be 44.1K but the
audio device could only open up at 16K.
That will result in a different amount of data be written the the
CHXAudioDevice code. You can take a look at:
HX_RESULT CHXAudioSession::GetDeviceFormat()
You mentioned as "there are a few places in hxaudses.cpp where the
PCM data is silenced and/or inserted into the audio stream".
Would you please explain those places? It seems silent PCMs are
generated in CHXAudioStream, which is controlled by HXAudioSession.
Is it right?
Look in hxaudstr_net.cpp for CAudioSvcSampleConverter::silence() and
the following code chunks in hxaudses.cpp:
/* If the mixer buffer was not used, make sure it
is initialized
* to silence since we pass it to post process
hooks
*/
if (!bIsMixBufferDirty)
{
//{FILE* f1 = ::fopen("e:\\audioses.txt", "a+"); ::fprintf(f1,
"%lu\t%p\tsilence in mix buffer\n", HX_GET_BETTERTICKCOUNT(),
this);::fclose(f1);}
::memset(pMixBuffer, 0,
HX_SAFESIZE_T(m_ulBytesPerGran));
}
/* did we ever write to the session buffer ? */
if (m_pPlayerList->GetCount() > 1 &&
!m_bSessionBufferDirty)
{
HXLOGL4(HXLOG_ADEV,
"CHXAudioSession[%p]::PlayAudio(): silence in session buffer", this);
::memset(pSessionBuf, 0,
HX_SAFESIZE_T(m_ulBytesPerGran));
}
--greg.
Thanks,
Gang Shen
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of ext Greg
Wright
Sent: Monday, August 15, 2005 3:45 PM
To: Shen Gang.1 (Nokia-TP-MSW/Dallas)
Cc: [email protected]
Subject: Re: [Audio-dev] HXAudioSession & CHXAudioStream
[EMAIL PROTECTED] wrote:
Hi,
When I program a DSP audio device, I found something interesting.
When no data in the buffer (CHXAudioStream), HXAudioSession still
pushes fake PCMs down to audio device(::CheckToPlayMoreAudio).
Those PCMs are generated by CHXAudioStream. Since DSP device has
to buffer every encoded frame in a seperate queue, it is
disturbing to receive
::Write() with extra PCMs. Although I made a workaround for that,
I am wondering why HXAudioSession & CHXAudioStream are designed in
that way. Could anyone kindly explain a little bit?
Thanks,
Gang Shen
Could you explain a little more about what it is you are doing
exactly? From the above it sounds like you have a hardware decoder
for some audio stream. Is that correct? If so, have you read the
"Hardware Decoder Integration Guide":
https://client.helixcommunity.org/2004/devdocs/dsp_inte
It will talk a bit about where some of this 'dummy PCM' can come
>from and why it is used.
If the above is not the case, then there are a few places in
hxaudses.cpp where the PCM data is silenced and/or inserted into
the audio stream. I would need to know more about your specific
playback scenario to tell you more however.
Let me know if you have any other questions, --greg.
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