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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.
#ifndef MEDIA_AUDIO_AUDIO_MANAGER_H_
#define MEDIA_AUDIO_AUDIO_MANAGER_H_
#include <string>
#include "base/basictypes.h"
#include "base/memory/ref_counted.h"
#include "base/string16.h"
#include "media/audio/audio_device_name.h"
#include "media/audio/audio_parameters.h"
class MessageLoop;
namespace base {
class MessageLoopProxy;
}
namespace media {
class AudioInputStream;
class AudioOutputStream;
// Manages all audio resources. In particular it owns the AudioOutputStream
// objects. Provides some convenience functions that avoid the need to provide
// iterators over the existing streams.
class MEDIA_EXPORT AudioManager {
public:
virtual ~AudioManager();
// Use to construct the audio manager.
// NOTE: There should only be one instance.
static AudioManager* Create();
// Returns true if the OS reports existence of audio devices. This does not
// guarantee that the existing devices support all formats and sample rates.
virtual bool HasAudioOutputDevices() = 0;
// Returns true if the OS reports existence of audio recording devices. This
// does not guarantee that the existing devices support all formats and
// sample rates.
virtual bool HasAudioInputDevices() = 0;
// Returns a human readable string for the model/make of the active audio
// input device for this computer.
virtual string16 GetAudioInputDeviceModel() = 0;
// Returns true if the platform specific audio input settings UI is known
// and can be shown.
virtual bool CanShowAudioInputSettings() = 0;
// Opens the platform default audio input settings UI.
// Note: This could invoke an external application/preferences pane, so
// ideally must not be called from the UI thread or other time sensitive
// threads to avoid blocking the rest of the application.
virtual void ShowAudioInputSettings() = 0;
// Appends a list of available input devices. It is not guaranteed that
// all the devices in the list support all formats and sample rates for
// recording.
virtual void GetAudioInputDeviceNames(AudioDeviceNames* device_names) = 0;
// Factory for all the supported stream formats. |params| defines parameters
// of the audio stream to be created.
//
// |params.sample_per_packet| is the requested buffer allocation which the
// audio source thinks it can usually fill without blocking. Internally two
// or three buffers are created, one will be locked for playback and one will
// be ready to be filled in the call to AudioSourceCallback::OnMoreData().
//
// Returns NULL if the combination of the parameters is not supported, or if
// we have reached some other platform specific limit.
//
// |params.format| can be set to AUDIO_PCM_LOW_LATENCY and that has two
// effects:
// 1- Instead of triple buffered the audio will be double buffered.
// 2- A low latency driver or alternative audio subsystem will be used when
// available.
//
// Do not free the returned AudioOutputStream. It is owned by AudioManager.
virtual AudioOutputStream* MakeAudioOutputStream(
const AudioParameters& params) = 0;
// Creates new audio output proxy. A proxy implements
// AudioOutputStream interface, but unlike regular output stream
// created with MakeAudioOutputStream() it opens device only when a
// sound is actually playing.
virtual AudioOutputStream* MakeAudioOutputStreamProxy(
const AudioParameters& params) = 0;
// Factory to create audio recording streams.
// |channels| can be 1 or 2.
// |sample_rate| is in hertz and can be any value supported by the platform.
// |bits_per_sample| can be any value supported by the platform.
// |samples_per_packet| is in hertz as well and can be 0 to |sample_rate|,
// with 0 suggesting that the implementation use a default value for that
// platform.
// Returns NULL if the combination of the parameters is not supported, or if
// we have reached some other platform specific limit.
//
// Do not free the returned AudioInputStream. It is owned by AudioManager.
// When you are done with it, call |Stop()| and |Close()| to release it.
virtual AudioInputStream* MakeAudioInputStream(
const AudioParameters& params, const std::string& device_id) = 0;
// Used to determine if something else is currently making use of audio input.
virtual bool IsRecordingInProcess() = 0;
// Returns message loop used for audio IO.
virtual scoped_refptr<base::MessageLoopProxy> GetMessageLoop() = 0;
// Allows clients to listen for device state changes; e.g. preferred sample
// rate or channel layout changes. The typical response to receiving this
// callback is to recreate the stream.
class AudioDeviceListener {
public:
virtual void OnDeviceChange() = 0;
};
virtual void AddOutputDeviceChangeListener(AudioDeviceListener* listener) = 0;
virtual void RemoveOutputDeviceChangeListener(
AudioDeviceListener* listener) = 0;
protected:
AudioManager();
private:
DISALLOW_COPY_AND_ASSIGN(AudioManager);
};
} // namespace media
#endif // MEDIA_AUDIO_AUDIO_MANAGER_H_