| // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ |
| #define MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ |
| |
| #include <windows.h> |
| #include <mmsystem.h> |
| #include <mmreg.h> |
| |
| #include "base/basictypes.h" |
| #include "base/memory/scoped_ptr.h" |
| #include "base/synchronization/lock.h" |
| #include "base/win/scoped_handle.h" |
| #include "media/audio/audio_io.h" |
| #include "media/audio/audio_parameters.h" |
| |
| namespace media { |
| |
| class AudioManagerWin; |
| |
| // Implements PCM audio output support for Windows using the WaveXXX API. |
| // While not as nice as the DirectSound-based API, it should work in all target |
| // operating systems regardless or DirectX version installed. It is known that |
| // in some machines WaveXXX based audio is better while in others DirectSound |
| // is better. |
| // |
| // Important: the OnXXXX functions in AudioSourceCallback are called by more |
| // than one thread so it is important to have some form of synchronization if |
| // you are keeping state in it. |
| class PCMWaveOutAudioOutputStream : public AudioOutputStream { |
| public: |
| // The ctor takes all the usual parameters, plus |manager| which is the the |
| // audio manager who is creating this object and |device_id| which is provided |
| // by the operating system. |
| PCMWaveOutAudioOutputStream(AudioManagerWin* manager, |
| const AudioParameters& params, |
| int num_buffers, |
| UINT device_id); |
| virtual ~PCMWaveOutAudioOutputStream(); |
| |
| // Implementation of AudioOutputStream. |
| virtual bool Open(); |
| virtual void Close(); |
| virtual void Start(AudioSourceCallback* callback); |
| virtual void Stop(); |
| virtual void SetVolume(double volume); |
| virtual void GetVolume(double* volume); |
| |
| // Sends a buffer to the audio driver for playback. |
| void QueueNextPacket(WAVEHDR* buffer); |
| |
| private: |
| enum State { |
| PCMA_BRAND_NEW, // Initial state. |
| PCMA_READY, // Device obtained and ready to play. |
| PCMA_PLAYING, // Playing audio. |
| PCMA_STOPPING, // Audio is stopping, do not "feed" data to Windows. |
| PCMA_CLOSED // Device has been released. |
| }; |
| |
| // Returns pointer to the n-th buffer. |
| inline WAVEHDR* GetBuffer(int n) const; |
| |
| // Size of one buffer in bytes, rounded up if necessary. |
| inline size_t BufferSize() const; |
| |
| // Windows calls us back asking for more data when buffer_event_ signalled. |
| // See MSDN for help on RegisterWaitForSingleObject() and waveOutOpen(). |
| static void NTAPI BufferCallback(PVOID lpParameter, BOOLEAN timer_fired); |
| |
| // If windows reports an error this function handles it and passes it to |
| // the attached AudioSourceCallback::OnError(). |
| void HandleError(MMRESULT error); |
| |
| // Allocates and prepares the memory that will be used for playback. |
| void SetupBuffers(); |
| |
| // Deallocates the memory allocated in SetupBuffers. |
| void FreeBuffers(); |
| |
| // Reader beware. Visual C has stronger guarantees on volatile vars than |
| // most people expect. In fact, it has release semantics on write and |
| // acquire semantics on reads. See the msdn documentation. |
| volatile State state_; |
| |
| // The audio manager that created this output stream. We notify it when |
| // we close so it can release its own resources. |
| AudioManagerWin* manager_; |
| |
| // We use the callback mostly to periodically request more audio data. |
| AudioSourceCallback* callback_; |
| |
| // The number of buffers of size |buffer_size_| each to use. |
| const int num_buffers_; |
| |
| // The size in bytes of each audio buffer, we usually have two of these. |
| uint32 buffer_size_; |
| |
| // Volume level from 0 to 1. |
| float volume_; |
| |
| // Channels from 0 to 8. |
| const int channels_; |
| |
| // Number of bytes yet to be played in the hardware buffer. |
| uint32 pending_bytes_; |
| |
| // The id assigned by the operating system to the selected wave output |
| // hardware device. Usually this is just -1 which means 'default device'. |
| UINT device_id_; |
| |
| // Windows native structure to encode the format parameters. |
| WAVEFORMATPCMEX format_; |
| |
| // Handle to the instance of the wave device. |
| HWAVEOUT waveout_; |
| |
| // Handle to the buffer event. |
| base::win::ScopedHandle buffer_event_; |
| |
| // Handle returned by RegisterWaitForSingleObject(). |
| HANDLE waiting_handle_; |
| |
| // Pointer to the allocated audio buffers, we allocate all buffers in one big |
| // chunk. This object owns them. |
| scoped_array<char> buffers_; |
| |
| // Lock used to avoid the conflict when callbacks are called simultaneously. |
| base::Lock lock_; |
| |
| // Container for retrieving data from AudioSourceCallback::OnMoreData(). |
| scoped_ptr<AudioBus> audio_bus_; |
| |
| DISALLOW_COPY_AND_ASSIGN(PCMWaveOutAudioOutputStream); |
| }; |
| |
| } // namespace media |
| |
| #endif // MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ |