windows-nt/Source/XPSP1/NT/multimedia/directx/dplay/dvoice/dxvutils/inqueue2.h

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/*==========================================================================
*
* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
*
* File: inqueue2.h
* Content: Definition of the CInputQueue2 class
*
* History:
* Date By Reason
* ==== == ======
* 07/16/99 pnewson Created
* 07/27/99 pnewson Overhauled to support new message numbering method
* 08/03/99 pnewson General clean up
* 08/24/99 rodtoll Fixed for release builds -- removed m_wQueueId from debug block
* 01/31/2000 pnewson replace SAssert with DNASSERT
* 03/26/2000 rodtoll Modified queue to be more FPM friendly
* 03/29/2000 rodtoll Bug #30753 - Added volatile to the class definition
* 07/09/2000 rodtoll Added signature bytes
*
***************************************************************************/
#ifndef _INPUTQUEUE2_H_
#define _INPUTQUEUE2_H_
class CFrame;
class CFramePool;
class CInnerQueue;
class CInnerQueuePool;
typedef struct _QUEUE_PARAMS
{
WORD wFrameSize;
BYTE bInnerQueueSize;
BYTE bMaxHighWaterMark;
int iQuality;
int iHops;
int iAggr;
BYTE bInitHighWaterMark;
WORD wQueueId;
WORD wMSPerFrame;
CFramePool* pFramePool;
} QUEUE_PARAMS, *PQUEUE_PARAMS;
typedef struct _QUEUE_STATISTICS
{
DWORD dwTotalFrames;
DWORD dwTotalMessages;
DWORD dwTotalBadMessages;
DWORD dwDiscardedFrames;
DWORD dwDuplicateFrames;
DWORD dwLostFrames;
DWORD dwLateFrames;
DWORD dwOverflowFrames;
} QUEUE_STATISTICS, *PQUEUE_STATISTICS;
// This class manages a queue of frames. It is designed
// to allow a client class to remove frames from the queue
// at regular intervals, and to hide any out of order
// frame reception, or dropped frames from the caller.
// If for whatever reason there is no frame available
// to give a client, this class will still provide a
// frame marked as silent. This allows the client to
// simply call the dequeue function once per period, and
// consume the data at the agreed rate. So for example,
// the client to this class could be a thread which
// is consuming input data and passing it to DirectSound
// for playback. It can simply get a frame every 1/10 of
// a second (or however long a frame is), and play it.
//
// This is the second generation of input queue. It
// manages a set of inner queues, each of which is used
// for a "message". The stream of speech is divided into
// a series of messages, using silence as the divider.
// This class will not function well if the audio stream
// is not divided into separate messages.
//
#define VSIG_INPUTQUEUE2 'QNIV'
#define VSIG_INPUTQUEUE2_FREE 'QNI_'
//
volatile class CInputQueue2
{
private:
DWORD m_dwSignature; // Debug signature
// A list of pointers to InnerQueue objects. This is where
// the frames get stored. InnerQueues are retrieved from
// a pool of InnerQueues and added to this list as new
// messages arrive. When a message is finished, the InnerQueue
// is removed from this list and returned to the pool.
std::list<CInnerQueue*> m_lpiqInnerQueues;
// The queue will not enqueue any input frames until at least
// one dequeue has been requested. This will function as an interlock
// to ensure that the queue does not fill with data until the
// consumer thread is ready to take it.
BOOL m_fFirstDequeue;
// This flag remembers if it's the first time a frame
// has been accepted for enqueue. We need this so we
// know what the first message number is.
BOOL m_fFirstEnqueue;
// The message number currently at the head of the queue
BYTE m_bCurMsgNum;
// A critical section used to exclude the enqueue, dequeue and reset
// functions from one another. Also passed to the frame class so
// Return calls can be synchronized. These two classes need to share
// a critical section because the CFramePool class updates the
// CFrame pointers in the inner queues when a frame is returned to
// the frame pool.
DNCRITICAL_SECTION m_csQueue;
// a vector of the quality ratings of each high water mark
std::vector<double> m_vdQualityRatings;
// A vector that contains the factored optimum quality for
// each high water mark. As the high water mark gets larger
// we become more tolerant of lost packets. While you may
// want to have a 0.5% late packet rate at 0.1 or 0.2 second
// long queues, you probably don't want to strive for that
// when the queue size reaches 2 seconds!
std::vector<double> m_vdFactoredOptQuals;
// the quality parameters
// Quality is measured by a floating point number.
// This number represents the ratio of "bad stuff" that occurs
// relative to the amount of "stuff" going on.
//
// In intuitive terms, if one of the last 100 frames was bad
// (bad meaning late) the quality rating would be 0.01. (Note
// that we don't count lost frames against the queue, since
// increasing the queue size won't do anything to help lost
// frames.)
//
// However, the measurement isn't quite that simple, because we
// bias it towards the more recent frames. That's what the frame
// strength parameter is for. It represents the "weight" given to
// the most recent frames. A frame strength of 0.01 would mean that
// the most recent frame counts for 1% of the quality of the queue,
// either good or bad.
//
// Note that when we want to compare the "distance" between two
// quality ratings, we'll use the inverse of the value, not the value
// itself. That should match our perception of quality a bit
// more (kind of like our hearing).
//
// For example, the perceived difference in quality between 0.01
// and 0.02 is about 2 - twice as many errors occur on 0.02 than
// 0.01 so the "distance" between 0.01 and 0.02 should be calculated
// like 0.02/0.01 = 2. And the distance between 0.02 and 0.04 should
// be calculated like 0.04/0.02 = 2. So the 'point' 0.04 is the same
// 'distance' from 0.02 as the 'point' 0.01.
//
// Note the wording is weird - bad (low) quality has a higher numerical
// value, oh well
//
// The threshold value is the distance the quality value must wander
// from the optimum in order to warrant considering a change of
// high water mark. For example, a value of 2 would mean that
// for an optimum value of 0.02, the value would have to wander to
// 0.01 or 0.04 before we'd consider a change. This is currently set
// very low so the algorithm will quickly hunt out the best watermarks.
double m_dOptimumQuality;
double m_dQualityThreshold;
double m_dFrameStrength;
// the number of milliseconds in a frame. This is used to normalize
// the frame strength to time, so a particular input aggressiveness
// will provide the same results regardless of the current frame size.
WORD m_wMSPerFrame;
// We are interfacing to the outside world via
// two parameters, Quality and Aggressiveness.
// these members are integers in the range
// defined by the constants above, and are used
// to set the double values above appropriately.
// We need to provide the hop count for reasons
// discussed in the SetQuality() function.
int m_iQuality;
int m_iHops;
int m_iAggr;
// the current high water mark
BYTE m_bCurHighWaterMark;
// the cap on the high water mark
BYTE m_bMaxHighWaterMark;
// the initial high water mark on a new or reset queue
BYTE m_bInitHighWaterMark;
// Some statistics to track.
DWORD m_dwTotalFrames;
DWORD m_dwTotalMessages;
DWORD m_dwTotalBadMessages;
DWORD m_dwDiscardedFrames;
DWORD m_dwDuplicateFrames;
DWORD m_dwLostFrames;
DWORD m_dwLateFrames;
DWORD m_dwOverflowFrames;
DWORD m_dwQueueErrors;
// An abritrary queue ID, provided to the constructor,
// used to identify which queue an instrumentation message
// is coming from. It serves no other purpose, and can be
// ignored except for debug purposes.
WORD m_wQueueId;
// the frame pool to manage the frames so we don't have to
// allocate a huge number of them when only a few are
// actually in use.
CFramePool* m_pFramePool;
// the inner queue pool to manage innner queues. Same idea
// as the frame pool
CInnerQueuePool* m_pInnerQueuePool;
public:
// The constructor.
CInputQueue2();
HRESULT Initialize( PQUEUE_PARAMS pQueueParams );
void DeInitialize();
void GetStatistics( PQUEUE_STATISTICS pStats );
// The destructor. Release all the resources we acquired in the
// constructor
~CInputQueue2();
// This function clears all buffers and resets the other class
// information to an initial state. DO NOT CALL THIS FUNCTION
// IF THE QUEUE IS IN USE! i.e. do not call it if you have
// not called Return() on every frame that you have
// taken from this queue.
void Reset();
// Call this function to add a frame to the queue. I
// considered returning a reference to a frame which
// the caller could then stuff, but because the frames
// will not always arrive in order, that would mean I would have
// to copy the frame sometimes anyway. So, for simplicity, the
// caller has allocated a frame, which it passes a reference
// to, and this function will copy that frame into the
// appropriate place in the queue, according to its
// message number and sequence number.
void Enqueue(const CFrame& fr);
// This function retrieves the next frame from the head of
// the queue. For speed, it does not copy the data out of the
// buffer, but instead returns a pointer to the actual
// frame from the queue. Of course, there is the danger
// that the CInputQueue2 object which returns a reference to the
// frame may try to reuse that frame before the caller is
// finished with it. The CFrame's lock and unlock member functions
// are used to ensure this does not happen. When the caller
// is finished with the CFrame object, it should call vUnlock()
// on it. If the caller doesn't unlock the frame, bad things
// will happen when the input queue tries lock it again when
// it wants to reuse that frame. In any case, the caller
// should always unlock the returned frame before it attempts
// to dequeue another frame.
CFrame* Dequeue();
// get and set the quality parameters
int GetQuality() { return m_iQuality; }
void SetQuality(int iQuality, int iHops = 1);
int GetAggr() { return m_iAggr; }
void SetAggr(int iAggr);
// get and set the default high watermark
BYTE GetInitHighWaterMark() { return m_bInitHighWaterMark; }
void SetInitHighWaterMark(BYTE bInitHighWaterMark) { m_bInitHighWaterMark = bInitHighWaterMark; }
// get stats
DWORD GetDiscardedFrames() { return m_dwDiscardedFrames; }
DWORD GetDuplicateFrames() { return m_dwDuplicateFrames; }
DWORD GetLateFrames() { return m_dwLateFrames; }
DWORD GetLostFrames() { return m_dwLostFrames; }
DWORD GetOverflowFrames() { return m_dwOverflowFrames; }
DWORD GetQueueErrors() { return m_dwQueueErrors; }
DWORD GetTotalBadMessages() { return m_dwTotalBadMessages; }
DWORD GetTotalFrames() { return m_dwTotalFrames; }
DWORD GetTotalMessages() { return m_dwTotalMessages; }
BYTE GetHighWaterMark() { return m_bCurHighWaterMark; }
private:
// a function to collect the stats from an input queue after a
// message is complete, and perform the queue adaptation
void HarvestStats(CInnerQueue* piq);
// a function which looks at a finished inner queue and decides
// if the message was 'good' or 'bad'.
double AdjustQuality(CInnerQueue* piq, double dCurQuality);
// set a new high water mark
void SetNewHighWaterMark(BYTE bNewHighWaterMark);
};
#endif