/usr/include/sipxtapi/mp/MprDelay.h is in libsipxtapi-dev 3.3.0~test17-1.
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// Copyright (C) 2008 SIPfoundry Inc.
// Licensed by SIPfoundry under the LGPL license.
//
// Copyright (C) 2008 SIPez LLC.
// Licensed to SIPfoundry under a Contributor Agreement.
//
// $$
//////////////////////////////////////////////////////////////////////////////
// Author: Sergey Kostanbaev <Sergey DOT Kostanbaev AT sipez DOT com>
#ifndef _MprDelay_h_
#define _MprDelay_h_
// SYSTEM INCLUDES
// APPLICATION INCLUDES
#include "mp/MpAudioResource.h"
#include "mp/MpAudioBuf.h"
#include "mp/MpResourceMsg.h"
// DEFINES
// MACROS
// EXTERNAL FUNCTIONS
// EXTERNAL VARIABLES
// STRUCTS
// TYPEDEFS
// FORWARD DECLARATIONS
/**
* @brief Delay Resource
*
* This resource is intended to add user-controlled delay to audio stream.
* Such a strange feature may be useful in many advanced use-cases, e.g. when
* our network may be not ready to accept data at the moment data becomes
* ready.
*
* <h3> Internal state machine description </h3>
*
* Delay resource can be found in four internal states:
* 1) WAITING. This is initial state of resource after creation and also is
* the state after stopPlay() call. WAITING state means that resource is idle
* and do not appear to have active audio input. No frames are produced on
* output.
*
* WAITING state will be changed to BUFFERING automatically when frame with
* active audio is received, and it can be manually changed to PLAYING state
* by calling startPlay() method.
*
* <pre> active voice
* WAITING ---------------> BUFFERING
* |
* | startPlay()
* v
* PLAYING
* </pre>
*
* <pre> stopPlay()
* WAITING <--------------- BUFFERING
* ^ ^______________________
* | stopPlay() |
* | stopPlay() |
* PLAYING PLAYING_WITHOUT_DELAY
* </pre>
*
* 2) BUFFERING. In this state resource stores all incoming frames to internal
* circular buffer and does not produce any output. Thus the longer resource
* remains in this state, the longer delay will be introduced.
*
* This state can only be reached from WAITING state in case active voice has
* been received. Calling startPlay() in BUFFERING state leads to transition
* to PLAYING state, calling stopPlay() moves resource back to WAITING state.
*
*
* <pre> active voice
* WAITING ---------------> BUFFERING
* ^______________________| |
* stopPlay() |
* __________________________|
* | startPlay()
* v
* PLAYING
* </pre>
*
* 3) PLAYING. In this state resource pops recorded data from the head of
* internal buffer and sends it to output, adding newly arrived data to
* the tail of internal buffer. I.e. data is played back with constant delay,
* which depends on the time spent in BUFFERING state.
*
* Resource can be put to PLAYING state only manually by calling startPlay()
* method. Calling stopPlay() method when in PLAYING state will move resource
* to WAITING state. If internal buffer is empty then resource will
* automatically fall through to PLAYING_WITHOUT_DELAY state.
*
* 4) PLAYING_WITHOUT_DELAY. In this case every input frame is directly
* forwarded to the output, i.e. no delay is introduced. At this moment
* this state is hardly useful, but it is thought to become useful when
* delay resource is able to "catch up", i.e. reduce delay to zero using
* e.g. timescaling technique. From application perspective this state
* is indistinguishable from PLAYING state.
*
* This state can only be reached from PLAYING state if internal buffer
* is empty. Calling stopPlay() will move resource to WAITING state.
*
* <pre> stopPlay()
* WAITING <------------------------.
* |
* |
* empty buffer |
* PLAYING --------------> PLAYING_WITHOUT_DELAY
* </pre>
*
*
* <h3> Notifications </h3>
*
* 1) When state changes from WAITING to BUFFERING (i.e. when active audio is
* detected on input) resource emits MPRNM_DELAY_SPEECH_STARTED notification.
* User should respond to this notification by calling startPlay() when
* he thinks relevant. User can also call stopPlay() to put resource into
* WAITING state again. Until one of this action is performed resource
* will buffer input data and thus increase induced delay.
*
* 2) When resource in PLAYING state detects, that its buffer contain only
* NULL frames and frames with inactive audio it emits MPRNM_DELAY_QUIESCENCE
* for user to perform any relevant actions. E.g. user can call stopPlay()
* and power down network interface, if there are no other active audio
* sources. Note, that at in current implementation MPRNM_DELAY_QUIESCENCE
* notification is not emited in PLAYING_WITHOUT_DELAY state.
*
* 3) When resource detects active audio after quescent situation have been
* recently detected resource emits MPRNM_DELAY_SPEECH_STARTED notification.
* This should warn user that resource's buffer contain active audio again.
*
* 4) When resource in PLAYING state detects empty internal buffer it emits
* MPRNM_DELAY_NO_DELAY notification and enters PLAYING_WITHOUT_DELAY state.
*
* <h3> How to control Delay resource </h3>
*
* If you're using flowgraph with Delay resources in it you must control them
* with care. Use case deemed to be most useful consists of three steps repeated
* foreveris as outlined below:
*
* 1) Initially Delay resource is in WAITING state. User is listenning for
* notifications and honestly expects MPRNM_DELAY_SPEECH_STARTED to appear
* soon.
* 2) MPRNM_DELAY_SPEECH_STARTED is received by user which means that resource
* is now in BUFFERING state. It will remain in this state until user calls
* either startPlay() or stopPlay(). Once user thinks it's the time to start
* playback (e.g. network interface have woken) he calls startPlay()
* (goto (3) then) and resource is put into PLAYING state. If for any reason
* user thinks buffered audio should be discarded he calls stopPlay() to put
* resource to WAITING state again (goto (1) then).
* 3) In PLAYING state user can call stopPlay() at any time to discard buffered
* frames and put resource into WAITING state (goto (1) then). But it's most
* reasonable to wait for MPRNM_DELAY_QUIESCENCE notification and call
* stopPlay() only them. This will minimize impact on audio quality caused
* by dropped frames.
*
* @nosubgrouping
*/
class MprDelay : public MpAudioResource
{
/* //////////////////////////////// PUBLIC //////////////////////////////// */
public:
enum
{
DEFAULT_FIFO_CAPACITY = 1000
};
/* =============================== CREATORS =============================== */
///@name Creators
//@{
/// Constructor
MprDelay(const UtlString& rName, int capacity = DEFAULT_FIFO_CAPACITY);
/// Destructor
~MprDelay();
//@}
/* ============================= MANIPULATORS ============================= */
///@name Manipulators
//@{
/// Send message to start play
static UtlBoolean startPlay(const UtlString& namedResource,
OsMsgQ& fgQ);
/// Send message to stop play
static UtlBoolean stopPlay(const UtlString& namedResource,
OsMsgQ& fgQ);
//@}
/* ============================== ACCESSORS =============================== */
///@name Accessors
//@{
//@}
/* =============================== INQUIRY ================================ */
///@name Inquiry
//@{
/// Get delay in milliseconds.
int getDelayMs();
/// Get delay in samples.
int getDelaySamples();
/// Get delay in frames.
int getDelayFrames();
//@}
/* ////////////////////////////// PROTECTED /////////////////////////////// */
protected:
UtlBoolean doDelay(MpBufPtr& inBuf,
MpBufPtr& outBuf,
int samplesPerFrame,
int samplesPerSecond);
/// @copydoc MpResource::handleMessage
UtlBoolean handleMessage(MpResourceMsg& rMsg);
/// @copydoc MpAudioResource::doProcessFrame
UtlBoolean doProcessFrame(MpBufPtr inBufs[],
MpBufPtr outBufs[],
int inBufsSize,
int outBufsSize,
UtlBoolean isEnabled,
int samplesPerFrame,
int samplesPerSecond);
/* /////////////////////////////// PRIVATE //////////////////////////////// */
private:
enum MprDelayState
{
MPDS_WAITING,
MPDS_BUFFERING,
MPDS_PLAYING,
MPDS_PLAYING_WITHOUT_DELAY
};
typedef enum
{
MPRM_DELAY_START_PLAY = MpResourceMsg::MPRM_EXTERNAL_MESSAGE_START,
MPRM_DELAY_STOP_PLAY
} AddlMsgTypes;
/**
* @brief Fifo for Delay resource
*
* @nosubgrouping
*/
class MprDelayFifo
{
/* ///////////////////////////// PUBLIC //////////////////////////////// */
public:
/* ============================ CREATORS =============================== */
///@name Creators
//@{
/// Constructor
MprDelayFifo(int capacity);
/// Destructor
~MprDelayFifo();
//@}
/* ========================== MANIPULATORS ============================= */
///@name Manipulators
//@{
/// Reset FIFO
void reset();
/// Push audio buffer to FIFO
void pushData(MpAudioBufPtr& databuff);
/// Pop audio buffer from FIFO
void popData(MpAudioBufPtr& databuff);
/**<
* User must ensure that queue is not empty by himself.
* Pop from an empty queue will corrupt its internal state.
*/
//@}
/* =========================== ACCESSORS =============================== */
///@name Accessors
//@{
/// Get number of buffers in queue
int getFifoLength() const;
//@}
/* ============================ INQUIRY ================================ */
///@name Inquiry
//@{
/// Does FIFO contain only silent frames?
UtlBoolean isQuiescent() const;
/// Is FIFIO empty
UtlBoolean isEmpty() const;
//@}
/* /////////////////////////// PROTECTED /////////////////////////////// */
protected:
/* //////////////////////////// PRIVATE //////////////////////////////// */
private:
MpAudioBufPtr* mBuff;
int mBuffSize;
int mEndPosition;
int mStartPosition;
int mNumActiveFrames;
};
MprDelayState mState; ///< State of delay resource
UtlBoolean mIsQuiescenceNotified; ///< Have FIFO quiescent state been notified?
MprDelayFifo mFifo; ///< FIFO for the stored data
};
/* ============================ INLINE METHODS ============================ */
#endif // _MprDelay_h_
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