Redesign of the render buffering in AEC3

This CL centralizes the render buffering in AEC3 so that all render
buffers are updated and synchronized/aligned with the render alignment
buffer.

Bug: webrtc:8597, chromium:790905
Change-Id: I8a94e5c1f27316b6100b420eec9652ea31c1a91d
Reviewed-on: https://webrtc-review.googlesource.com/25680
Commit-Queue: Per Åhgren <peah@webrtc.org>
Reviewed-by: Gustaf Ullberg <gustaf@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#20989}
This commit is contained in:
Per Åhgren
2017-12-01 23:01:44 +01:00
committed by Commit Bot
parent f388803265
commit 8ba5861f7e
55 changed files with 1213 additions and 804 deletions

View File

@ -20,6 +20,7 @@
#include "modules/audio_processing/aec3/downsampled_render_buffer.h"
#include "modules/audio_processing/aec3/fft_data.h"
#include "modules/audio_processing/aec3/render_buffer.h"
#include "modules/audio_processing/include/audio_processing.h"
namespace webrtc {
@ -27,22 +28,28 @@ namespace webrtc {
// extracted with a specified delay.
class RenderDelayBuffer {
public:
static RenderDelayBuffer* Create(size_t num_bands,
size_t down_sampling_factor,
size_t downsampled_render_buffer_size,
size_t render_delay_buffer_size);
enum class BufferingEvent {
kNone,
kRenderUnderrun,
kRenderOverrun,
kApiCallSkew,
kRenderDataLost
};
static RenderDelayBuffer* Create(const EchoCanceller3Config& config,
size_t num_bands);
virtual ~RenderDelayBuffer() = default;
// Resets the buffer data.
// Resets the buffer alignment.
virtual void Reset() = 0;
// Inserts a block into the buffer and returns true if the insert is
// successful.
virtual bool Insert(const std::vector<std::vector<float>>& block) = 0;
// Inserts a block into the buffer.
virtual BufferingEvent Insert(
const std::vector<std::vector<float>>& block) = 0;
// Updates the buffers one step based on the specified buffer delay. Returns
// true if there was no overrun, otherwise returns false.
virtual bool UpdateBuffers() = 0;
// an enum indicating whether there was a special event that occurred.
virtual BufferingEvent PrepareCaptureCall() = 0;
// Sets the buffer delay.
virtual void SetDelay(size_t delay) = 0;
@ -50,6 +57,12 @@ class RenderDelayBuffer {
// Gets the buffer delay.
virtual size_t Delay() const = 0;
// Gets the buffer delay.
virtual size_t MaxDelay() const = 0;
// Gets the observed jitter in the render and capture call sequence.
virtual size_t MaxApiJitter() const = 0;
// Returns the render buffer for the echo remover.
virtual const RenderBuffer& GetRenderBuffer() const = 0;