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// 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.
// Low-latency audio capturing class utilizing audio input stream provided
// by a server (browser) process by use of an IPC interface.
//
// Relationship of classes:
//
// AudioInputController AudioInputDevice
// ^ ^
// | |
// v IPC v
// AudioInputRendererHost <---------> AudioInputIPCDelegate
// ^ (impl in AudioInputMessageFilter)
// |
// v
// AudioInputDeviceManager
//
// Transportation of audio samples from the browser to the render process
// is done by using shared memory in combination with a SyncSocket.
// The AudioInputDevice user registers an AudioInputDevice::CaptureCallback by
// calling Initialize(). The callback will be called with recorded audio from
// the underlying audio layers.
// The session ID is used by the AudioInputRendererHost to start the device
// referenced by this ID.
//
// State sequences:
//
// Sequence where session_id has not been set using SetDevice():
// ('<-' signifies callbacks, -> signifies calls made by AudioInputDevice)
// Start -> InitializeOnIOThread -> CreateStream ->
// <- OnStreamCreated <-
// -> StartOnIOThread -> PlayStream ->
//
// Sequence where session_id has been set using SetDevice():
// Start -> InitializeOnIOThread -> StartDevice ->
// <- OnDeviceReady <-
// -> CreateStream ->
// <- OnStreamCreated <-
// -> StartOnIOThread -> PlayStream ->
//
// AudioInputDevice::Capture => low latency audio transport on audio thread =>
// |
// Stop --> ShutDownOnIOThread ------> CloseStream -> Close
//
// This class depends on two threads to function:
//
// 1. An IO thread.
// This thread is used to asynchronously process Start/Stop etc operations
// that are available via the public interface. The public methods are
// asynchronous and simply post a task to the IO thread to actually perform
// the work.
// 2. Audio transport thread.
// Responsible for calling the CaptureCallback and feed audio samples from
// the server side audio layer using a socket and shared memory.
//
// Implementation notes:
// - The user must call Stop() before deleting the class instance.
#ifndef MEDIA_AUDIO_AUDIO_INPUT_DEVICE_H_
#define MEDIA_AUDIO_AUDIO_INPUT_DEVICE_H_
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/shared_memory.h"
#include "media/audio/audio_device_thread.h"
#include "media/audio/audio_input_ipc.h"
#include "media/audio/audio_parameters.h"
#include "media/audio/scoped_loop_observer.h"
#include "media/base/audio_capturer_source.h"
#include "media/base/media_export.h"
namespace media {
// TODO(henrika): This class is based on the AudioOutputDevice class and it has
// many components in common. Investigate potential for re-factoring.
// TODO(henrika): Add support for event handling (e.g. OnStateChanged,
// OnCaptureStopped etc.) and ensure that we can deliver these notifications
// to any clients using this class.
class MEDIA_EXPORT AudioInputDevice
: NON_EXPORTED_BASE(public AudioCapturerSource),
NON_EXPORTED_BASE(public AudioInputIPCDelegate),
NON_EXPORTED_BASE(public ScopedLoopObserver) {
public:
AudioInputDevice(AudioInputIPC* ipc,
const scoped_refptr<base::MessageLoopProxy>& io_loop);
// AudioCapturerSource implementation.
virtual void Initialize(const AudioParameters& params,
CaptureCallback* callback,
CaptureEventHandler* event_handler) OVERRIDE;
virtual void Start() OVERRIDE;
virtual void Stop() OVERRIDE;
virtual void SetVolume(double volume) OVERRIDE;
virtual void SetDevice(int session_id) OVERRIDE;
virtual void SetAutomaticGainControl(bool enabled) OVERRIDE;
protected:
// Methods called on IO thread ----------------------------------------------
// AudioInputIPCDelegate implementation.
virtual void OnStreamCreated(base::SharedMemoryHandle handle,
base::SyncSocket::Handle socket_handle,
int length) OVERRIDE;
virtual void OnVolume(double volume) OVERRIDE;
virtual void OnStateChanged(
AudioInputIPCDelegate::State state) OVERRIDE;
virtual void OnDeviceReady(const std::string& device_id) OVERRIDE;
virtual void OnIPCClosed() OVERRIDE;
friend class base::RefCountedThreadSafe<AudioInputDevice>;
virtual ~AudioInputDevice();
private:
// Methods called on IO thread ----------------------------------------------
// The following methods are tasks posted on the IO thread that needs to
// be executed on that thread. They interact with AudioInputMessageFilter and
// sends IPC messages on that thread.
void InitializeOnIOThread();
void SetSessionIdOnIOThread(int session_id);
void StartOnIOThread();
void ShutDownOnIOThread();
void SetVolumeOnIOThread(double volume);
void SetAutomaticGainControlOnIOThread(bool enabled);
// MessageLoop::DestructionObserver implementation for the IO loop.
// If the IO loop dies before we do, we shut down the audio thread from here.
virtual void WillDestroyCurrentMessageLoop() OVERRIDE;
AudioParameters audio_parameters_;
CaptureCallback* callback_;
CaptureEventHandler* event_handler_;
AudioInputIPC* ipc_;
// Our stream ID on the message filter. Only modified on the IO thread.
int stream_id_;
// The media session ID used to identify which input device to be started.
// Only modified on the IO thread.
int session_id_;
// State variable used to indicate it is waiting for a OnDeviceReady()
// callback. Only modified on the IO thread.
bool pending_device_ready_;
// Stores the Automatic Gain Control state. Default is false.
// Only modified on the IO thread.
bool agc_is_enabled_;
// Our audio thread callback class. See source file for details.
class AudioThreadCallback;
// In order to avoid a race between OnStreamCreated and Stop(), we use this
// guard to control stopping and starting the audio thread.
base::Lock audio_thread_lock_;
AudioDeviceThread audio_thread_;
scoped_ptr<AudioInputDevice::AudioThreadCallback> audio_callback_;
DISALLOW_IMPLICIT_CONSTRUCTORS(AudioInputDevice);
};
} // namespace media
#endif // MEDIA_AUDIO_AUDIO_INPUT_DEVICE_H_