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      3 <section id="audio">
      4 <span id="devguide-coding-audio"></span><h1 id="audio"><span id="devguide-coding-audio"></span>Audio</h1>
      5 <div class="contents local" id="contents" style="display: none">
      6 <ul class="small-gap">
      7 <li><a class="reference internal" href="#reference-information" id="id1">Reference information</a></li>
      8 <li><a class="reference internal" href="#about-the-pepper-audio-api" id="id2">About the Pepper audio API</a></li>
      9 <li><a class="reference internal" href="#digital-audio-concepts" id="id3">Digital audio concepts</a></li>
     10 <li><a class="reference internal" href="#setting-up-the-module" id="id4">Setting up the module</a></li>
     11 <li><p class="first"><a class="reference internal" href="#creating-an-audio-configuration-resource" id="id5">Creating an audio configuration resource</a></p>
     12 <ul class="small-gap">
     13 <li><a class="reference internal" href="#resources" id="id6">Resources</a></li>
     14 <li><a class="reference internal" href="#sample-frame-count" id="id7">Sample frame count</a></li>
     15 <li><a class="reference internal" href="#supported-audio-configurations" id="id8">Supported audio configurations</a></li>
     16 </ul>
     17 </li>
     18 <li><a class="reference internal" href="#creating-an-audio-resource" id="id9">Creating an audio resource</a></li>
     19 <li><p class="first"><a class="reference internal" href="#implementing-a-callback-function" id="id10">Implementing a callback function</a></p>
     20 <ul class="small-gap">
     21 <li><a class="reference internal" href="#application-threads-and-real-time-requirements" id="id11">Application threads and real-time requirements</a></li>
     22 </ul>
     23 </li>
     24 <li><a class="reference internal" href="#starting-and-stopping-playback" id="id12">Starting and stopping playback</a></li>
     25 </ul>
     26 
     27 </div><p>This chapter describes how to use the Pepper audio API to play an audio
     28 stream. The Pepper audio API provides a low-level means of playing a stream of
     29 audio samples generated by a Native Client module. The API generally works as
     30 follows: A Native Client module creates an audio resource that represents an
     31 audio stream, and tells the browser to start or stop playing the audio
     32 resource. The browser calls a function in the Native Client module to fill a
     33 buffer with audio samples every time it needs data to play from the audio
     34 stream.</p>
     35 <p>The code examples in this chapter describe a simple Native Client module that
     36 generates audio samples using a sine wave with a frequency of 440 Hz. The module
     37 starts playing the audio samples as soon as it is loaded into the browser. For a
     38 slightly more sophisticated example, see the <code>audio</code> example (source code in
     39 the SDK directory <code>examples/api/audio</code>), which lets users specify a frequency
     40 for the sine wave and click buttons to start and stop audio playback.</p>
     41 <section id="reference-information">
     42 <h2 id="reference-information">Reference information</h2>
     43 <p>For reference information related to the Pepper audio API, see the following
     44 documentation:</p>
     45 <ul class="small-gap">
     46 <li><a class="reference external" href="/native-client/pepper_stable/cpp/classpp_1_1_audio_config">pp::AudioConfig class</a></li>
     47 <li><a class="reference external" href="/native-client/pepper_stable/cpp/classpp_1_1_audio">pp::Audio class</a></li>
     48 <li><a class="reference external" href="/native-client/pepper_cpp/audio__config_8h">audio_config.h</a></li>
     49 <li><a class="reference external" href="/native-client/pepper_stable/cpp/audio_8h">audio.h</a></li>
     50 <li><a class="reference external" href="/native-client/pepper_stable/c/group___enums#gaee750c350655f2fb0fe04c04029e0ff8">PP_AudioSampleRate</a></li>
     51 </ul>
     52 </section><section id="about-the-pepper-audio-api">
     53 <h2 id="about-the-pepper-audio-api">About the Pepper audio API</h2>
     54 <p>The Pepper audio API lets Native Client modules play audio streams in a
     55 browser. To play an audio stream, a module generates audio samples and writes
     56 them into a buffer. The browser reads the audio samples from the buffer and
     57 plays them using an audio device on the client computer.</p>
     58 <img alt="/native-client/images/pepper-audio-buffer.png" src="/native-client/images/pepper-audio-buffer.png" />
     59 <p>This mechanism is simple but low-level. If you want to play plain sound files in
     60 a web application, you may want to consider higher-level alternatives such as
     61 using the HTML <code>&lt;audio&gt;</code> tag, JavaScript, or the new <a class="reference external" href="http://chromium.googlecode.com/svn/trunk/samples/audio/index.html">Web Audio API</a>.</p>
     62 <p>The Pepper audio API is a good option for playing audio data if you want to do
     63 audio processing in your web application. You might use the audio API, for
     64 example, if you want to apply audio effects to sounds, synthesize your own
     65 sounds, or do any other type of CPU-intensive processing of audio
     66 samples. Another likely use case is gaming applications: you might use a gaming
     67 library to process audio data, and then simply use the audio API to output the
     68 processed data.</p>
     69 <p>The Pepper audio API is straightforward to use:</p>
     70 <ol class="arabic simple">
     71 <li>Your module creates an audio configuration resource and an audio resource.</li>
     72 <li>Your module implements a callback function that fills an audio buffer with
     73 data.</li>
     74 <li>Your module invokes the StartPlayback and StopPlayback methods of the audio
     75 resource (e.g., when certain events occur).</li>
     76 <li>The browser invokes your callback function whenever it needs audio data to
     77 play. Your callback function can generate the audio data in a number of
     78 ways&#8212;e.g., it can generate new data, or it can copy pre-mixed data into the
     79 audio buffer.</li>
     80 </ol>
     81 <p>This basic interaction is illustrated below, and described in detail in the
     82 sections that follow.</p>
     83 <img alt="/native-client/images/pepper-audio-api.png" src="/native-client/images/pepper-audio-api.png" />
     84 </section><section id="digital-audio-concepts">
     85 <h2 id="digital-audio-concepts">Digital audio concepts</h2>
     86 <p>Before you use the Pepper audio API, it&#8217;s helpful to understand a few concepts
     87 that are fundamental to how digital audio is recorded and played back:</p>
     88 <dl class="docutils">
     89 <dt>sample rate</dt>
     90 <dd>the number of times an input sound source is sampled per second;
     91 correspondingly, the number of samples that are played back per second</dd>
     92 <dt>bit depth</dt>
     93 <dd>the number of bits used to represent a sample</dd>
     94 <dt>channels</dt>
     95 <dd>the number of input sources recorded in each sampling interval;
     96 correspondingly, the number of outputs that are played back simultaneously
     97 (typically using different speakers)</dd>
     98 </dl>
     99 <p>The higher the sample rate and bit depth used to record a sound wave, the more
    100 accurately the sound wave can be reproduced, since it will have been sampled
    101 more frequently and stored using a higher level of quantization. Common sampling
    102 rates include 44,100 Hz (44,100 samples/second, the sample rate used on CDs),
    103 and 48,000 Hz (the sample rate used on DVDs and Digital Audio Tapes). A common
    104 bit depth is 16 bits per sample, and a common number of channels is 2 (left and
    105 right channels for stereo sound).</p>
    106 <p id="pepper-audio-configurations">The Pepper audio API currently lets Native Client modules play audio streams
    107 with the following configurations:</p>
    108 <ul class="small-gap">
    109 <li><strong>sample rate</strong>: 44,100 Hz or 48,000 Hz</li>
    110 <li><strong>bit depth</strong>: 16</li>
    111 <li><strong>channels</strong>: 2 (stereo)</li>
    112 </ul>
    113 </section><section id="setting-up-the-module">
    114 <h2 id="setting-up-the-module">Setting up the module</h2>
    115 <p>The code examples below describe a simple Native Client module that generates
    116 audio samples using a sine wave with a frequency of 440 Hz. The module starts
    117 playing the audio samples as soon as it is loaded into the browser.</p>
    118 <p>The Native Client module is set up by implementing subclasses of the
    119 <code>pp::Module</code> and <code>pp::Instance</code> classes, as normal.</p>
    120 <pre class="prettyprint">
    121 class SineSynthInstance : public pp::Instance {
    122  public:
    123   explicit SineSynthInstance(PP_Instance instance);
    124   virtual ~SineSynthInstance() {}
    125 
    126   // Called by the browser once the NaCl module is loaded and ready to
    127   // initialize.  Creates a Pepper audio context and initializes it. Returns
    128   // true on success.  Returning false causes the NaCl module to be deleted
    129   // and no other functions to be called.
    130   virtual bool Init(uint32_t argc, const char* argn[], const char* argv[]);
    131 
    132  private:
    133   // Function called by the browser when it needs more audio samples.
    134   static void SineWaveCallback(void* samples,
    135                                uint32_t buffer_size,
    136                                void* data);
    137 
    138   // Audio resource.
    139   pp::Audio audio_;
    140 
    141   ...
    142 
    143 };
    144 
    145 class SineSynthModule : public pp::Module {
    146  public:
    147   SineSynthModule() : pp::Module() {}
    148   ~SineSynthModule() {}
    149 
    150   // Create and return a SineSynthInstance object.
    151   virtual pp::Instance* CreateInstance(PP_Instance instance) {
    152     return new SineSynthInstance(instance);
    153   }
    154 };
    155 </pre>
    156 </section><section id="creating-an-audio-configuration-resource">
    157 <h2 id="creating-an-audio-configuration-resource">Creating an audio configuration resource</h2>
    158 <section id="resources">
    159 <h3 id="resources">Resources</h3>
    160 <p>Before the module can play an audio stream, it must create two resources: an
    161 audio configuration resource and an audio resource. Resources are handles to
    162 objects that the browser provides to module instances. An audio resource is an
    163 object that represents the state of an audio stream, including whether the
    164 stream is paused or being played back, and which callback function to invoke
    165 when the samples in the stream&#8217;s buffer run out. An audio configuration resource
    166 is an object that stores configuration data for an audio resource, including the
    167 sampling frequency of the audio samples, and the number of samples that the
    168 callback function must provide when the browser invokes it.</p>
    169 </section><section id="sample-frame-count">
    170 <h3 id="sample-frame-count">Sample frame count</h3>
    171 <p>Prior to creating an audio configuration resource, the module should call
    172 <code>RecommendSampleFrameCount</code> to obtain a <em>sample frame count</em> from the
    173 browser. The sample frame count is the number of samples that the callback
    174 function must provide per channel each time the browser invokes the callback
    175 function. For example, if the sample frame count is 4096 for a stereo audio
    176 stream, the callback function must provide a 8192 samples (4096 for the left
    177 channel and 4096 for the right channel).</p>
    178 <p>The module can request a specific sample frame count, but the browser may return
    179 a different sample frame count depending on the capabilities of the client
    180 device. At present, <code>RecommendSampleFrameCount</code> simply bound-checks the
    181 requested sample frame count (see <code>include/ppapi/c/ppb_audio_config.h</code> for the
    182 minimum and maximum sample frame counts, currently 64 and 32768). In the future,
    183 <code>RecommendSampleFrameCount</code> may perform a more sophisticated calculation,
    184 particularly if there is an intrinsic buffer size for the client device.</p>
    185 <p>Selecting a sample frame count for an audio stream involves a tradeoff between
    186 latency and CPU usage. If you want your module to have short audio latency so
    187 that it can rapidly change what&#8217;s playing in the audio stream, you should
    188 request a small sample frame count. That could be useful in gaming applications,
    189 for example, where sounds have to change frequently in response to game
    190 action. However, a small sample frame count results in higher CPU usage, since
    191 the browser must invoke the callback function frequently to refill the audio
    192 buffer. Conversely, a large sample frame count results in higher latency but
    193 lower CPU usage. You should request a large sample frame count if your module
    194 will play long, uninterrupted audio segments.</p>
    195 </section><section id="supported-audio-configurations">
    196 <h3 id="supported-audio-configurations">Supported audio configurations</h3>
    197 <p>After the module obtains a sample frame count, it can create an audio
    198 configuration resource. Currently the Pepper audio API supports audio streams
    199 with the configuration settings shown <a class="reference internal" href="#pepper-audio-configurations"><em>above</em></a>.
    200 C++ modules can create a configuration resource by instantiating a
    201 <code>pp::AudioConfig</code> object. Check <code>audio_config.h</code> for the latest
    202 configurations that are supported.</p>
    203 <pre class="prettyprint">
    204 bool SineSynthInstance::Init(uint32_t argc,
    205                              const char* argn[],
    206                              const char* argv[]) {
    207 
    208   // Ask the browser/device for an appropriate sample frame count size.
    209   sample_frame_count_ =
    210       pp::AudioConfig::RecommendSampleFrameCount(PP_AUDIOSAMPLERATE_44100,
    211                                                  kSampleFrameCount);
    212 
    213   // Create an audio configuration resource.
    214   pp::AudioConfig audio_config = pp::AudioConfig(this,
    215                                                  PP_AUDIOSAMPLERATE_44100,
    216                                                  sample_frame_count_);
    217 
    218   // Create an audio resource.
    219   audio_ = pp::Audio(this,
    220                      audio_config,
    221                      SineWaveCallback,
    222                      this);
    223 
    224   // Start playback when the module instance is initialized.
    225   return audio_.StartPlayback();
    226 }
    227 </pre>
    228 </section></section><section id="creating-an-audio-resource">
    229 <h2 id="creating-an-audio-resource">Creating an audio resource</h2>
    230 <p>Once the module has created an audio configuration resource, it can create an
    231 audio resource. To do so, it instantiates a <code>pp::Audio</code> object, passing in a
    232 pointer to the module instance, the audio configuration resource, a callback
    233 function, and a pointer to user data (data that is used in the callback
    234 function).  See the example above.</p>
    235 </section><section id="implementing-a-callback-function">
    236 <h2 id="implementing-a-callback-function">Implementing a callback function</h2>
    237 <p>The browser calls the callback function associated with an audio resource every
    238 time it needs more samples to play. The callback function can generate new
    239 samples (e.g., by applying sound effects), or copy pre-mixed samples into the
    240 audio buffer. The example below generates new samples by computing values of a
    241 sine wave.</p>
    242 <p>The last parameter passed to the callback function is generic user data that the
    243 function can use in processing samples. In the example below, the user data is a
    244 pointer to the module instance, which includes member variables
    245 <code>sample_frame_count_</code> (the sample frame count obtained from the browser) and
    246 <code>theta_</code> (the last angle that was used to compute a sine value in the previous
    247 callback; this lets the function generate a smooth sine wave by starting at that
    248 angle plus a small delta).</p>
    249 <pre class="prettyprint">
    250 class SineSynthInstance : public pp::Instance {
    251  public:
    252   ...
    253 
    254  private:
    255   static void SineWaveCallback(void* samples,
    256                                uint32_t buffer_size,
    257                                void* data) {
    258 
    259     // The user data in this example is a pointer to the module instance.
    260     SineSynthInstance* sine_synth_instance =
    261         reinterpret_cast&lt;SineSynthInstance*&gt;(data);
    262 
    263     // Delta by which to increase theta_ for each sample.
    264     const double delta = kTwoPi * kFrequency / PP_AUDIOSAMPLERATE_44100;
    265     // Amount by which to scale up the computed sine value.
    266     const int16_t max_int16 = std::numeric_limits&lt;int16_t&gt;::max();
    267 
    268     int16_t* buff = reinterpret_cast&lt;int16_t*&gt;(samples);
    269 
    270     // Make sure we can't write outside the buffer.
    271     assert(buffer_size &gt;= (sizeof(*buff) * kChannels *
    272                            sine_synth_instance-&gt;sample_frame_count_));
    273 
    274     for (size_t sample_i = 0;
    275          sample_i &lt; sine_synth_instance-&gt;sample_frame_count_;
    276          ++sample_i, sine_synth_instance-&gt;theta_ += delta) {
    277 
    278       // Keep theta_ from going beyond 2*Pi.
    279       if (sine_synth_instance-&gt;theta_ &gt; kTwoPi) {
    280         sine_synth_instance-&gt;theta_ -= kTwoPi;
    281       }
    282 
    283       // Compute the sine value for the current theta_, scale it up,
    284       // and write it into the buffer once for each channel.
    285       double sin_value(std::sin(sine_synth_instance-&gt;theta_));
    286       int16_t scaled_value = static_cast&lt;int16_t&gt;(sin_value * max_int16);
    287       for (size_t channel = 0; channel &lt; kChannels; ++channel) {
    288         *buff++ = scaled_value;
    289       }
    290     }
    291   }
    292 
    293   ...
    294 };
    295 </pre>
    296 <section id="application-threads-and-real-time-requirements">
    297 <h3 id="application-threads-and-real-time-requirements">Application threads and real-time requirements</h3>
    298 <p>The callback function runs in a background application thread. This allows audio
    299 processing to continue even when the application is busy doing something
    300 else. If the main application thread and the callback thread access the same
    301 data, you may be tempted to use a lock to control access to that data. You
    302 should avoid the use of locks in the callback thread, however, as attempting to
    303 acquire a lock may cause the thread to get swapped out, resulting in audio
    304 dropouts.</p>
    305 <p>In general, you must program the callback thread carefully, as the Pepper audio
    306 API is a very low level API that needs to meet hard real-time requirements. If
    307 the callback thread spends too much time processing, it can easily miss the
    308 real-time deadline, resulting in audio dropouts. One way the callback thread can
    309 miss the deadline is by taking too much time doing computation. Another way the
    310 callback thread can miss the deadline is by executing a function call that swaps
    311 out the callback thread. Unfortunately, such function calls include just about
    312 all C Run-Time (CRT) library calls and Pepper API calls. The callback thread
    313 should therefore avoid calls to malloc, gettimeofday, mutex, condvars, critical
    314 sections, and so forth; any such calls could attempt to take a lock and swap out
    315 the callback thread, which would be disastrous for audio playback. Similarly,
    316 the callback thread should avoid Pepper API calls. Audio dropouts due to thread
    317 swapping can be very rare and very hard to track down and debug&#8212;it&#8217;s best to
    318 avoid making system/Pepper calls in the first place. In short, the audio
    319 (callback) thread should use &#8220;lock-free&#8221; techniques and avoid making CRT library
    320 calls.</p>
    321 <p>One other issue to be aware of is that the <code>StartPlayback</code> function (discussed
    322 below) is an asynchronous RPC; i.e., it does not block. That means that the
    323 callback function may not be called immediately after the call to
    324 <code>StartPlayback</code>. If it&#8217;s important to synchronize the callback thread with
    325 another thread so that the audio stream starts playing simultaneously with
    326 another action in your application, you must handle such synchronization
    327 manually.</p>
    328 </section></section><section id="starting-and-stopping-playback">
    329 <h2 id="starting-and-stopping-playback">Starting and stopping playback</h2>
    330 <p>To start and stop audio playback, the module simply reacts to JavaScript
    331 messages.</p>
    332 <pre class="prettyprint">
    333 const char* const kPlaySoundId = &quot;playSound&quot;;
    334 const char* const kStopSoundId = &quot;stopSound&quot;;
    335 
    336 void SineSynthInstance::HandleMessage(const pp::Var&amp; var_message) {
    337   if (!var_message.is_string()) {
    338     return;
    339   }
    340   std::string message = var_message.AsString();
    341   if (message == kPlaySoundId) {
    342     audio_.StartPlayback();
    343   } else if (message == kStopSoundId) {
    344     audio_.StopPlayback();
    345   } else if (...) {
    346     ...
    347   }
    348 }
    349 </pre>
    350 </section></section>
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