Tag: f/oss

PulseConf Schedule

David has now published a tentative schedule for the PulseAudio Mini-conference (I’m just going to call it PulseConf — so much easier on the tongue).

For the lazy, these are some of the topics we’ll be covering:

  • Vision and mission — where we are and where we want to be
  • Improving our patch review process
  • Routing infrastructure
  • Improving low latency behaviour
  • Revisiting system- and user-modes
  • Devices with dynamic capabilities
  • Improving surround sound behaviour
  • Separating configuration for hardware adaptation
  • Better drain/underrun reporting behaviour

Phew — and there are more topics that we probably will not have time to deal with!

For those of you who cannot attend, the Linaro Connect folks (who are graciously hosting us) are planning on running Google+ Hangouts for their sessions. Hopefully we should be able to do the same for our proceedings. Watch this space for details!

p.s.: A big thank you to my employer Collabora for sponsoring my travel to the conference.

PulseConf!

For those of you who missed it, your friendly neighbourhood PulseAudio hackers are converging on Copenhagen in a month to discuss, plan and hack on the future of PulseAudio.

We’re doing this for the first time, so I’m super-excited! David has posted details so if this is of interest to you, you should definitely join us!

PulseAudio 2.0: Twice The Goodness!

That’s right, it’s finally out! Thanks go out to all our contributors for the great work (there’s too many — see the shortlog!). The highlights of the release follow. Head over to the announcement or release notes for more details.

  • Dynamic sample rate switching by Pierre-Louis Bossart: This makes PulseAudio even more power efficient.

  • Jack detection by David Henningsson: Separate volumes for your laptop speakers and headphones, and more stuff coming soon.

  • Major echo canceller improvements by me: Based on the WebRTC.org audio processing library, we now do better echo cancellation, remove the need to fiddle with the mic volume knob and have fixed AEC between laptop speakers and a USB webcam mic.

  • A virtual surround module by Niels Ole Salscheider: Try it out for some virtual surround sound shininess!

  • Support for Xen guests by Giorgos Boutsiouki: Should make audio virtualisation in guests more efficient.

We don't always make a release, but when we do, it's awesome

Special thanks from me to Collabora for giving me some time for upstream work.

Packages are available on Gentoo, Arch, and probably soon on other distributions if they’re not already there.

Androidifying your autotools build the easy way

Derek Foreman has finally written up a nice blog post about his Androgenizer tool, which we’ve used for porting PulseAudio, GStreamer, Wayland, Telepathy and most of their dependencies to Android.

If you’ve got an autotools-based project that you’d like to build on Android, whether on the NDK or system-wide this is really useful.

PulseAudio on Android: Part 2

Some of you might’ve noticed that there has been a bunch of work happening here at Collabora on making cool open source technologies such as GStreamer, Telepathy, Wayland and of course, PulseAudio available on Android.

Since my last blog post on this subject, I got some time to start looking at replacing AudioFlinger (recap: that’s Android’s native audio subsystem) with PulseAudio (recap: that’s the awesome Linux audio subsystem). This work can be broken up into 3 parts: playback, capture, and policy. The roles of playback and capture are obvious. For those who aren’t aware of system internals, the policy bits take care of audio routing, volumes, and other such things. For example, audio should play out of your headphones if they’re plugged in, off Bluetooth if you’ve got a headset paired, or the speakers if nothing’s plugged in. Also, depending on the device, the output volume might change based on the current output path.

I started by looking at solving the playback problem first. I’ve got the first 80% of this done (as we all know, the second 80% takes at least as long ;) ). This is done by replacing the native AudioTrack playback API with a simple wrapper that translates into the libpulse PulseAudio client API. There’s bits of the API that seem to be rarely used(loops and markers, primarily), and I’ve not gotten around to those yet. Basic playback works quite well, and here’s a video showing this. (Note: this and the next video will be served with yummy HTML5 goodness if you enabled the YouTube HTML5 beta).

(if the video doesn’t appear, you can watch it on YouTube)

Users of PulseAudio might have spotted that this now frees us up to do some fairly nifty things. One such thing is getting remote playback for free. For a long time now, there has been support for streaming audio between devices running PulseAudio. I wrote up a quick app to show this working on the Galaxy Nexus as well. Again, seeing this working is a lot more impressive than me describing it here, so here’s another video:

(if the video doesn’t appear, you can watch it on YouTube)

This is all clearly work in progress, but you can find the code for the AudioTrack wrapper as a patch for now. This will be a properly integrated tree that you can just pull and easily integrate into your Android build when it’s done. The PA Output Switcher app code is also available in a git repository.

I’m hoping to be able to continue hacking on the capture and policy bits. The latter, especially, promises to be involved, since there isn’t always a 1:1 mapping between AudioFlinger and PulseAudio concepts. Nothing insurmountable, though. :) Watch this space for more updates as I wade through the next bit.

PulseAudio in Google Summer of Code 2012

If you’re a student participating in this year’s edition of Google Summer of Code and want to get your hands dirty with some fun low-level hacking, here’s a quick reminder that PulseAudio is a participating organisation for the first time, and we have some nice ideas for you to hack on.

The deadline for applications is 2 days away, so get those applications in soon! If you’ve got questions, feel free to drop by #pulseaudio on the Freenode IRC network and ping us. (I’m Ford_Prefect there for those who don’t know)

Picking your battles

Most of you have no doubt already seen that Mozilla will be changing their position on H.264 support for HTML5 video in future releases. This is an extremely important decision that I’ve been hoping to see for a while now, and I am really glad this is being done.

There is no doubt that we need patent-unencumbered standards for web codecs (or as much as is possible given the dismal patent ecology today), and while much giddy anticipation followed Google/On2’s release of VP8 into the open, I don’t believe it ever made sense to expect the codec landscape to change drastically in the short timespan everyone expected. There’s a lot of the hardware and software out there that needs to change (see any SoCs with VP8 support yet?), not to mention the interests of the MPEG-LA mafconsortium.

I love Firefox, both as a product and what it means for an open web (for those of you that know me, this might be hard to believe given all my ranting, but it’s true!). I’m glad Mozilla chose to live to fight another day rather than go out in a blaze of glory and (or a flicker of irrelevance).

p.s.: these are my views and do not necessarily represent those of my employer

p.p.s.: Alessandro’s been doing some great work to get the GStreamer multimedia backend going again (this makes so much more sense than going the NIH route!)

Gentoo: PulseAudio + ALSA update

For a long time now, fellow-Gentoo’ers have had to edit /etc/asound.conf or ~/.asoundrc to make programs that talk directly to ALSA go through PulseAudio. Most other distributions ship configuration that automatically probes to see if PulseAudio is running and use that if avaialble, else fall back to the actual hardware. We did that too, but the configuration wasn’t used, and when you did try to use it, broke in mysterious ways.

I finally got around to actually figuring out the problem and fixing it, so if you have custom configuration to do all this, you should now be able to remove it after emerge’ing media-plugins/alsa-plugins-1.0.25-r1 or later with the pulseaudio USE flag. With the next PulseAudio bump, we’ll be depending on this to make the out-of-the-box experience a lot more seamless.

This took much longer to get done than it should have, but we’ve finally caught up. :)

[Props to Mart Raudsepp (leio) for prodding me into doing this.]

PulseAudio vs. AudioFlinger: Fight!

I’ve been meaning to try this for a while, and we’ve heard a number of requests from the community as well. Recently, I got some time here at Collabora to give it a go — that is, to get PulseAudio running on an Android device and see how it compares with Android’s AudioFlinger.

The Contenders

Let’s introduce our contenders first. For those who don’t know, PulseAudio is pretty much a de-facto standard part of the Linux audio stack. It sits on top of ALSA which provides a unified way to talk to the audio hardware and provides a number of handy features that are useful on desktops and embedded devices. I won’t rehash all of these, but this includes a nice modular framework, a bunch of power saving features, flexible routing, and lots more. PulseAudio runs as a daemon, and clients usually use the libpulse library to communicate with it.

In the other corner, we have Android’s native audio system — AudioFlinger. AudioFlinger was written from scratch for Android. It provides an API for playback/recording as well as a control mechanism for implementing policy. It does not depend on ALSA, but instead allows for a sort of HAL that vendors can implement any way they choose. Applications generally play audio via layers built on top of AudioFlinger. Even if you write a native application, it would use OpenSL ES implementation which goes through AudioFlinger. The actual service runs as a thread of the mediaserver daemon, but this is merely an implementation detail.

Note: all my comments about AudioFlinger and Android in general are based on documentation and code for Android 4.0 (Ice Cream Sandwich).

The Arena

My test-bed for the tests was the Galaxy Nexus running Android 4.0 which we shall just abbreviate to ICS. I picked ICS since it is the current platform on which Google is building, and hopefully represents the latest and greatest in AudioFlinger development. The Galaxy Nexus runs a Texas Instruments OMAP4 processor, which is also really convenient since this chip has pretty good support for running stock Linux (read on to see how useful this was).

Preparations

The first step in getting PulseAudio on Android was deciding between using the Android NDK like a regular application or integrate into the base Android system. I chose the latter — even though this was a little more work initially, it made more sense in the long run since PulseAudio really belongs to the base-system.

The next task was to get the required dependencies ported to Android. Fortunately, a lot of the ground work for this was already done by some of the awesome folks at Collabora. Derek Foreman’s androgenizer tool is incredibly handy for converting an autotools-based build to Android–friendly makefiles. With Reynaldo Verdejo and Alessandro Decina’s prior work on GStreamer for Android as a reference, things got even easier.

The most painful bit was libltdl, which we use for dynamically loading modules. Once this was done, the other dependencies were quite straightforward to port over. As a bonus, the Android source already ships an optimised version of Speex which we use for resampling, and it was easy to reuse this as well.

As I mentioned earlier, vendors can choose how they implement their audio abstraction layer. On the Galaxy Nexus, this is built on top of standard ALSA drivers, and the HAL talks to the drivers via a minimalist tinyalsa library. My first hope was to use this, but there was a whole bunch of functions missing that PulseAudio needed. The next approach was to use salsa-lib, which is a stripped down version of the ALSA library written for embedded devices. This too had some missing functions, but these were fewer and easy to implement (and are now upstream).

Now if only life were that simple. :) I got PulseAudio running on the Galaxy Nexus with salsa-lib, and even got sound out of the HDMI port. Nothing from the speakers though (they’re driven by a TI twl6040 codec). Just to verify, I decided to port the full alsa-lib and alsa-utils packages to debug what’s happening (by this time, I’m familiar enough with androgenizer for all this to be a breeze). Still no luck. Finally, with some pointers from the kind folks at TI (thanks Liam!), I got current UCM configuration files for OMAP4 boards, and some work-in-progress patches to add UCM support to PulseAudio, and after a couple of minor fixes, wham! We have output. :)

(For those who don’t know about UCM — embedded chips are quite different from desktops and expose a huge amount of functionality via ALSA mixer controls. UCM is an effort to have a standard, meaningful way for applications and users to use these.)

In production, it might be handy to write light-weight UCM support for salsa-lib or just convert the UCM configuration into PulseAudio path/profile configuration (bonus points if it’s an automated tool). For our purposes, though, just using alsa-lib is good enough.

To make the comparison fair, I wrote a simple test program that reads raw PCM S16LE data from a file and plays it via the AudioTrack interface provided by AudioFlinger or the PulseAudio Asynchronous API. Tests were run with the brightness fixed, wifi off, and USB port connected to my laptop (for adb shell access).

All tests were run with the CPU frequency pegged at 350 MHz and with 44.1 and 48 kHz samples. Five readings were recorded, and the median value was finally taken.

Round 1: CPU

First, let’s take a look at how the two compare in terms of CPU usage. The numbers below are the percentage CPU usage taken as the sum of all threads of the audio server process and the audio thread in the client application using top (which is why the granularity is limited to an integer percentage).

44.1 kHz 48 kHz
AF PA AF PA
1% 1% 2% 0%

At 44.1 kHz, the two are essentially the same. Both cases are causing resampling to occur (the native sample rate for the device is 48 kHz). Resampling is done using the Speex library, and we’re seeing minuscule amounts of CPU usage even at 350 MHz, so it’s clear that the NEON optimisations are really paying off here.

The astute reader would have noticed that since the device’ native sample rate is 48 kHz, the CPU usage for 48 kHz playback should be less than for 44.1 kHz. This is true with PulseAudio, but not with AudioFlinger! The reason for this little quirk is that AudioFlinger provides 44.1 kHz samples to the HAL (which means the stream is resampled there), and then the HAL needs to resample it again to 48 kHz to bring it to the device’ native rate. From what I can tell, this is a matter of convention with regards to what audio HALs should expect from AudioFlinger (do correct me if I’m mistaken about the rationale).

So round 1 leans slightly in favour of PulseAudio.

Round 2: Memory

Comparing the memory consumption of the server process is a bit meaningless, because the AudioFlinger daemon thread shares an address space with the rest of the mediaserver process. For the curious, the resident set size was: AudioFlinger — 6,796 KB, PulseAudio — 3,024 KB. Again, this doesn’t really mean much.

We can, however, compare the client process’ memory consumption. This is RSS in kilobytes, measured using top.

44.1 kHz 48 kHz
AF PA AF PA
2600 kB 3020 kB 2604 kB 3020 kB

The memory consumption is comparable between the two, but leans in favour of AudioFlinger.

Round 3: Power

I didn’t have access to a power monitor, so I decided to use a couple of indirect metrics to compare power utilisation. The first of these is PowerTOP, which is actually a Linux desktop tool for monitoring various power metrics. Happily, someone had already ported PowerTOP to Android. The tool reports, among other things, the number of wakeups-from-idle per second for the processor as a whole, and on a per-process basis. Since there are multiple threads involved, and PowerTOP’s per-process measurements are somewhat cryptic to add up, I used the global wakeups-from-idle per second. The “Idle” value counts the number of wakeups when nothing is happening. The actual value is very likely so high because the device is connected to my laptop in USB debugging mode (lots of wakeups from USB, and the device is prevented from going into a full sleep).

44.1 kHz 48 kHz
Idle AF PA AF PA
79.6 107.8 87.3 108.5 85.7

The second, similar, data point is the number of interrupts per second reported by vmstat. These corroborate the numbers above:

44.1 kHz 48 kHz
Idle AF PA AF PA
190 266 215 284 207

PulseAudio’s power-saving features are clearly highlighted in this comparison. AudioFlinger causes about three times the number of wakeups per second that PulseAudio does. Things might actually be worse on older hardware with less optimised drivers than the Galaxy Nexus (I’d appreciate reports from running similar tests on a Nexus S or any other device with ALSA support to confirm this).

For those of you who aren’t familiar with PulseAudio, the reason we manage to get these savings is our timer-based scheduling mode. In this mode, we fill up the hardware buffer as much as possible and go to sleep (disabling ALSA interrupts while we’re at it, if possibe). We only wake up when the buffer is nearing empty, and fill it up again. More details can be found in this old blog post by Lennart.

Round 4: Latency

I’ve only had the Galaxy Nexus to actually try this out with, but I’m pretty certain I’m not the only person seeing latency issues on Android. On the Galaxy Nexus, for example, the best latency I can get appears to be 176 ms. This is pretty high for certain types of applications, particularly ones that generate tones based on user input.

With PulseAudio, where we dynamically adjust buffering based on what clients request, I was able to drive down the total buffering to approximately 20 ms (too much lower, and we started getting dropouts). There is likely room for improvement here, and it is something on my todo list, but even out-of-the-box, we’re doing quite well.

Round 5: Features

With the hard numbers out of the way, I’d like to talk a little bit about what else PulseAudio brings to the table. In addition to a playback/record API, AudioFlinger provides mechanism for enforcing various bits of policy such as volumes and setting the “active” device amongst others. PulseAudio exposes similar functionality, some as part of the client API and the rest via the core API exposed to modules.

From SoC vendors’ perspective, it is often necessary to support both Android and standard Linux on the same chip. Being able to focus only on good quality ALSA drivers and knowing that this will ensure quality on both these systems would be a definite advantage in this case.

The current Android system leaves power management to the audio HAL. This means that each vendor needs to implement this themselves. Letting PulseAudio manage the hardware based on requested latencies and policy gives us a single point of control, greatly simplifying the task of power-management and avoiding code duplication.

There are a number of features that PulseAudio provides that can be useful in the various scenarios where Android is used. For example, we support transparently streaming audio over the network, which could be a handy way of supporting playing audio from your phone on your TV completely transparently and out-of-the-box. We also support compressed formats (AC3, DTS, etc.) which the ongoing Android-on-your-TV efforts could likely take advantage of.

Edit: As someone pointed out on LWN, I missed one thing — AudioFlinger has an effect API that we do not yet have in PulseAudio. It’s something I’d definitely like to see added to PulseAudio in the future.

Ding! Ding! Ding!

That pretty much concludes the comparison of these two audio daemons. Since the Android-side code is somewhat under-documented, I’d welcome comments from readers who are familiar with the code and history of AudioFlinger.

I’m in the process of pushing all the patches I’ve had to write to the various upstream projects. A number of these are merely build system patches to integrate with the Android build system, and I’m hoping projects are open to these. Instructions on building this code will be available on the PulseAudio Android wiki page.

For future work, it would be interesting to write a wrapper on top of PulseAudio that exposes the AudioFlinger audio and policy APIs — this would basically let us run PulseAudio as a drop-in AudioFlinger replacement. In addition, there are potential performance benefits that can be derived from using Android-specific infrastructure such as Binder (for IPC) and ashmem (for transferring audio blocks as shared memory segments, something we support on desktops using the standard Linux SHM mechanism which is not available on Android).

If you’re an OEM who is interested in this work, you can get in touch with us — details are on the Collabora website.

I hope this is useful to some of you out there!

Talk video from GstConf 2011

For those of you who were interested but couldn’t make it to the GStreamer Conference this year, the cool folks at Ubicast have got the talk videos up (can be streamed or downloaded).

Among these is my talk about recent developments in the PulseAudio world.