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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_IO_H_
#define MEDIA_AUDIO_AUDIO_IO_H_
#include "base/basictypes.h"
#include "media/audio/audio_buffers_state.h"
#include "media/base/audio_bus.h"
// Low-level audio output support. To make sound there are 3 objects involved:
// - AudioSource : produces audio samples on a pull model. Implements
// the AudioSourceCallback interface.
// - AudioOutputStream : uses the AudioSource to render audio on a given
// channel, format and sample frequency configuration. Data from the
// AudioSource is delivered in a 'pull' model.
// - AudioManager : factory for the AudioOutputStream objects, manager
// of the hardware resources and mixer control.
//
// The number and configuration of AudioOutputStream does not need to match the
// physically available hardware resources. For example you can have:
//
// MonoPCMSource1 --> MonoPCMStream1 --> | | --> audio left channel
// StereoPCMSource -> StereoPCMStream -> | mixer |
// MonoPCMSource2 --> MonoPCMStream2 --> | | --> audio right channel
//
// This facility's objective is mix and render audio with low overhead using
// the OS basic audio support, abstracting as much as possible the
// idiosyncrasies of each platform. Non-goals:
// - Positional, 3d audio
// - Dependence on non-default libraries such as DirectX 9, 10, XAudio
// - Digital signal processing or effects
// - Extra features if a specific hardware is installed (EAX, X-fi)
//
// The primary client of this facility is audio coming from several tabs.
// Specifically for this case we avoid supporting complex formats such as MP3
// or WMA. Complex format decoding should be done by the renderers.
// Models an audio stream that gets rendered to the audio hardware output.
// Because we support more audio streams than physically available channels
// a given AudioOutputStream might or might not talk directly to hardware.
// An audio stream allocates several buffers for audio data and calls
// AudioSourceCallback::OnMoreData() periodically to fill these buffers,
// as the data is written to the audio device. Size of each packet is determined
// by |samples_per_packet| specified in AudioParameters when the stream is
// created.
namespace media {
class MEDIA_EXPORT AudioOutputStream {
public:
// Audio sources must implement AudioSourceCallback. This interface will be
// called in a random thread which very likely is a high priority thread. Do
// not rely on using this thread TLS or make calls that alter the thread
// itself such as creating Windows or initializing COM.
class MEDIA_EXPORT AudioSourceCallback {
public:
// Provide more data by fully filling |dest|. The source will return
// the number of frames it filled. |buffers_state| contains current state
// of the buffers, and can be used by the source to calculate delay.
virtual int OnMoreData(AudioBus* dest,
AudioBuffersState buffers_state) = 0;
virtual int OnMoreIOData(AudioBus* source,
AudioBus* dest,
AudioBuffersState buffers_state) = 0;
// There was an error while playing a buffer. Audio source cannot be
// destroyed yet. No direct action needed by the AudioStream, but it is
// a good place to stop accumulating sound data since is is likely that
// playback will not continue. |code| is an error code that is platform
// specific.
virtual void OnError(AudioOutputStream* stream, int code) = 0;
// Deprecated. DO NOT USE. Waits until data becomes available. Used only
// by Windows' WaveOut clients which may be extremely laggy. Will yield the
// current thread until the renderer client has written its audio data or
// 1.5 seconds have elapsed.
virtual void WaitTillDataReady() {}
protected:
virtual ~AudioSourceCallback() {}
};
virtual ~AudioOutputStream() {}
// Open the stream. false is returned if the stream cannot be opened. Open()
// must always be followed by a call to Close() even if Open() fails.
virtual bool Open() = 0;
// Starts playing audio and generating AudioSourceCallback::OnMoreData().
// Since implementor of AudioOutputStream may have internal buffers, right
// after calling this method initial buffers are fetched.
//
// The output stream does not take ownership of this callback.
virtual void Start(AudioSourceCallback* callback) = 0;
// Stops playing audio. Effect might not be instantaneous as the hardware
// might have locked audio data that is processing.
virtual void Stop() = 0;
// Sets the relative volume, with range [0.0, 1.0] inclusive.
virtual void SetVolume(double volume) = 0;
// Gets the relative volume, with range [0.0, 1.0] inclusive.
virtual void GetVolume(double* volume) = 0;
// Close the stream. This also generates AudioSourceCallback::OnClose().
// After calling this method, the object should not be used anymore.
virtual void Close() = 0;
};
// Models an audio sink receiving recorded audio from the audio driver.
class MEDIA_EXPORT AudioInputStream {
public:
class MEDIA_EXPORT AudioInputCallback {
public:
// Called by the audio recorder when a full packet of audio data is
// available. This is called from a special audio thread and the
// implementation should return as soon as possible.
virtual void OnData(AudioInputStream* stream, const uint8* src,
uint32 size, uint32 hardware_delay_bytes,
double volume) = 0;
// The stream is done with this callback, the last call received by this
// audio sink.
virtual void OnClose(AudioInputStream* stream) = 0;
// There was an error while recording audio. The audio sink cannot be
// destroyed yet. No direct action needed by the AudioInputStream, but it
// is a good place to stop accumulating sound data since is is likely that
// recording will not continue. |code| is an error code that is platform
// specific.
virtual void OnError(AudioInputStream* stream, int code) = 0;
protected:
virtual ~AudioInputCallback() {}
};
virtual ~AudioInputStream() {}
// Open the stream and prepares it for recording. Call Start() to actually
// begin recording.
virtual bool Open() = 0;
// Starts recording audio and generating AudioInputCallback::OnData().
// The input stream does not take ownership of this callback.
virtual void Start(AudioInputCallback* callback) = 0;
// Stops recording audio. Effect might not be instantaneous as there could be
// pending audio callbacks in the queue which will be issued first before
// recording stops.
virtual void Stop() = 0;
// Close the stream. This also generates AudioInputCallback::OnClose(). This
// should be the last call made on this object.
virtual void Close() = 0;
// Returns the maximum microphone analog volume or 0.0 if device does not
// have volume control.
virtual double GetMaxVolume() = 0;
// Sets the microphone analog volume, with range [0, max_volume] inclusive.
virtual void SetVolume(double volume) = 0;
// Returns the microphone analog volume, with range [0, max_volume] inclusive.
virtual double GetVolume() = 0;
// Sets the Automatic Gain Control (AGC) state.
virtual void SetAutomaticGainControl(bool enabled) = 0;
// Returns the Automatic Gain Control (AGC) state.
virtual bool GetAutomaticGainControl() = 0;
};
} // namespace media
#endif // MEDIA_AUDIO_AUDIO_IO_H_