| // Copyright 2012 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // Implementation of AudioOutputStream for Windows using Windows Core Audio |
| // WASAPI for low latency rendering. |
| // |
| // Overview of operation and performance: |
| // |
| // - An object of WASAPIAudioOutputStream is created by the AudioManager |
| // factory. |
| // - Next some thread will call Open(), at that point the underlying |
| // Core Audio APIs are utilized to create two WASAPI interfaces called |
| // IAudioClient and IAudioRenderClient. |
| // - Then some thread will call Start(source). |
| // A thread called "wasapi_render_thread" is started and this thread listens |
| // on an event signal which is set periodically by the audio engine to signal |
| // render events. As a result, OnMoreData() will be called and the registered |
| // client is then expected to provide data samples to be played out. |
| // - At some point, a thread will call Stop(), which stops and joins the |
| // render thread and at the same time stops audio streaming. |
| // - The same thread that called stop will call Close() where we cleanup |
| // and notify the audio manager, which likely will destroy this object. |
| // - A total typical delay of 35 ms contains three parts: |
| // o Audio endpoint device period (~10 ms). |
| // o Stream latency between the buffer and endpoint device (~5 ms). |
| // o Endpoint buffer (~20 ms to ensure glitch-free rendering). |
| // |
| // Implementation notes: |
| // |
| // - The minimum supported client is Windows Vista. |
| // - This implementation is single-threaded, hence: |
| // o Construction and destruction must take place from the same thread. |
| // o All APIs must be called from the creating thread as well. |
| // - It is required to first acquire the native audio parameters of the default |
| // output device and then use the same rate when creating this object. |
| // Open() will fail unless "perfect" audio parameters are utilized. |
| // - Calling Close() also leads to self destruction. |
| // - Support for 8-bit audio has not yet been verified and tested. |
| // |
| // Core Audio API details: |
| // |
| // - The public API methods (Open(), Start(), Stop() and Close()) must be |
| // called on constructing thread. The reason is that we want to ensure that |
| // the COM environment is the same for all API implementations. |
| // - Utilized MMDevice interfaces: |
| // o IMMDeviceEnumerator |
| // o IMMDevice |
| // - Utilized WASAPI interfaces: |
| // o IAudioClient |
| // o IAudioRenderClient |
| // - The stream is initialized in shared mode and the processing of the |
| // audio buffer is event driven. |
| // - The Multimedia Class Scheduler service (MMCSS) is utilized to boost |
| // the priority of the render thread. |
| // - Audio-rendering endpoint devices can have three roles: |
| // Console (eConsole), Communications (eCommunications), and Multimedia |
| // (eMultimedia). Search for "Device Roles" on MSDN for more details. |
| // |
| // Threading details: |
| // |
| // - It is assumed that this class is created on the audio thread owned |
| // by the AudioManager. |
| // - It is a requirement to call the following methods on the same audio |
| // thread: Open(), Start(), Stop(), and Close(). |
| // - Audio rendering is performed on the audio render thread, owned by this |
| // class, and the AudioSourceCallback::OnMoreData() method will be called |
| // from this thread. Stream switching also takes place on the audio-render |
| // thread. |
| // |
| // Experimental exclusive mode: |
| // |
| // - It is possible to open up a stream in exclusive mode by using the |
| // --enable-exclusive-audio command line flag. |
| // - The internal buffering scheme is less flexible for exclusive streams. |
| // Hence, some manual tuning will be required before deciding what frame |
| // size to use. See the WinAudioOutputTest unit test for more details. |
| // - If an application opens a stream in exclusive mode, the application has |
| // exclusive use of the audio endpoint device that plays the stream. |
| // - Exclusive-mode should only be utilized when the lowest possible latency |
| // is important. |
| // - In exclusive mode, the client can choose to open the stream in any audio |
| // format that the endpoint device supports, i.e. not limited to the device's |
| // current (default) configuration. |
| // - Initial measurements on Windows 7 (HP Z600 workstation) have shown that |
| // the lowest possible latencies we can achieve on this machine are: |
| // o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer. |
| // o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer. |
| // - See |
| // http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx |
| // for more details. |
| |
| #ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ |
| #define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ |
| |
| #include <Audioclient.h> |
| #include <MMDeviceAPI.h> |
| #include <audiopolicy.h> |
| #include <stddef.h> |
| #include <stdint.h> |
| #include <wrl/client.h> |
| |
| #include <memory> |
| #include <string> |
| |
| #include "base/compiler_specific.h" |
| #include "base/memory/raw_ptr.h" |
| #include "base/memory/weak_ptr.h" |
| #include "base/threading/platform_thread.h" |
| #include "base/threading/simple_thread.h" |
| #include "base/time/time.h" |
| #include "base/win/scoped_co_mem.h" |
| #include "base/win/scoped_com_initializer.h" |
| #include "base/win/scoped_handle.h" |
| #include "media/audio/audio_io.h" |
| #include "media/audio/system_glitch_reporter.h" |
| #include "media/audio/win/audio_manager_win.h" |
| #include "media/base/audio_parameters.h" |
| #include "media/base/media_export.h" |
| |
| namespace media { |
| |
| class AudioManagerWin; |
| class AudioSessionEventListener; |
| class AmplitudePeakDetector; |
| |
| // AudioOutputStream implementation using Windows Core Audio APIs. |
| class MEDIA_EXPORT WASAPIAudioOutputStream |
| : public AudioOutputStream, |
| public base::DelegateSimpleThread::Delegate { |
| public: |
| // The ctor takes all the usual parameters, plus |manager| which is the |
| // the audio manager who is creating this object. |
| WASAPIAudioOutputStream(AudioManagerWin* manager, |
| const std::string& device_id, |
| const AudioParameters& params, |
| ERole device_role, |
| AudioManager::LogCallback log_callback); |
| |
| WASAPIAudioOutputStream(const WASAPIAudioOutputStream&) = delete; |
| WASAPIAudioOutputStream& operator=(const WASAPIAudioOutputStream&) = delete; |
| |
| // The dtor is typically called by the AudioManager only and it is usually |
| // triggered by calling AudioOutputStream::Close(). |
| ~WASAPIAudioOutputStream() override; |
| |
| // Implementation of AudioOutputStream. |
| bool Open() override; |
| void Start(AudioSourceCallback* callback) override; |
| void Stop() override; |
| void Close() override; |
| void Flush() override; |
| void SetVolume(double volume) override; |
| void GetVolume(double* volume) override; |
| |
| // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used |
| // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default). |
| static AUDCLNT_SHAREMODE GetShareMode(); |
| |
| bool started() const { return render_thread_.get() != NULL; } |
| |
| private: |
| void SendLogMessage(const char* format, ...) PRINTF_FORMAT(2, 3); |
| |
| // DelegateSimpleThread::Delegate implementation. |
| void Run() override; |
| |
| // Core part of the thread loop which controls the actual rendering. |
| // Checks available amount of space in the endpoint buffer and reads |
| // data from the client to fill up the buffer without causing audio |
| // glitches. |
| bool RenderAudioFromSource(UINT64 device_frequency); |
| |
| // Called when the device will be opened in exclusive mode and use the |
| // application specified format. |
| // TODO(henrika): rewrite and move to CoreAudioUtil when removing flag |
| // for exclusive audio mode. |
| HRESULT ExclusiveModeInitialization(IAudioClient* client, |
| HANDLE event_handle, |
| uint32_t* endpoint_buffer_size); |
| |
| // If |render_thread_| is valid, sets |stop_render_event_| and blocks until |
| // the thread has stopped. |stop_render_event_| is reset after the call. |
| // |source_| is set to NULL. |
| void StopThread(); |
| |
| // Reports audio stream glitch stats and resets them to their initial values. |
| void ReportAndResetStats(); |
| |
| // Start or stop listening for Windows audio session disconnected events. Uses |
| // `audio_session_control_` to call |
| // IAudioSessionControl::Register/UnregisterAudioSessionNotification() with |
| // `session_listener_` as the event target. |
| void StartAudioSessionEventListener(); |
| void StopAudioSessionEventListener(); |
| |
| // Called by AudioSessionEventListener() when a device change occurs. |
| void OnDeviceChanged(); |
| |
| // Contains the thread ID of the creating thread. |
| const base::PlatformThreadId creating_thread_id_; |
| |
| // Our creator, the audio manager needs to be notified when we close. |
| const raw_ptr<AudioManagerWin> manager_; |
| |
| // Used to aggregate and report glitch metrics to UMA (periodically) and to |
| // text logs (when a stream ends). |
| SystemGlitchReporter glitch_reporter_; |
| |
| std::unique_ptr<AmplitudePeakDetector> peak_detector_; |
| |
| // Rendering is driven by this thread (which has no message loop). |
| // All OnMoreData() callbacks will be called from this thread. |
| std::unique_ptr<base::DelegateSimpleThread> render_thread_; |
| |
| // Contains the desired audio format which is set up at construction. |
| // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE. |
| // Use this for multiple channel and hi-resolution PCM data. |
| WAVEFORMATPCMEX format_; |
| |
| // AudioParameters from the constructor. |
| const AudioParameters params_; |
| |
| // Set to true when stream is successfully opened. |
| bool opened_; |
| |
| // Volume level from 0 to 1. |
| float volume_; |
| |
| // Size in audio frames of each audio packet where an audio packet |
| // is defined as the block of data which the source is expected to deliver |
| // in each OnMoreData() callback. |
| size_t packet_size_frames_; |
| |
| // If requesting an explicitly-lower frame size using the IAudioClient3 |
| // interface this is the requested size. |
| size_t requested_iaudioclient3_buffer_size_; |
| |
| // Size in bytes of each audio packet. |
| size_t packet_size_bytes_; |
| |
| // Length of the audio endpoint buffer. |
| uint32_t endpoint_buffer_size_frames_; |
| |
| // The target device id or an empty string for the default device. |
| const std::string device_id_; |
| |
| // Defines the role that the system has assigned to an audio endpoint device. |
| const ERole device_role_; |
| |
| // The sharing mode for the connection. |
| // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE |
| // where AUDCLNT_SHAREMODE_SHARED is the default. |
| const AUDCLNT_SHAREMODE share_mode_; |
| |
| // Counts the number of audio frames written to the endpoint buffer. |
| UINT64 num_written_frames_; |
| |
| // The position read during the last call to RenderAudioFromSource |
| UINT64 last_position_ = 0; |
| |
| // The performance counter read during the last call to RenderAudioFromSource |
| UINT64 last_qpc_position_ = 0; |
| |
| // Pointer to the client that will deliver audio samples to be played out. |
| raw_ptr<AudioSourceCallback> source_; |
| |
| // Callback to send log messages to registered clients. |
| AudioManager::LogCallback log_callback_; |
| |
| // An IAudioClient interface which enables a client to create and initialize |
| // an audio stream between an audio application and the audio engine. |
| Microsoft::WRL::ComPtr<IAudioClient> audio_client_; |
| |
| // The IAudioRenderClient interface enables a client to write output |
| // data to a rendering endpoint buffer. |
| Microsoft::WRL::ComPtr<IAudioRenderClient> audio_render_client_; |
| |
| // The audio engine will signal this event each time a buffer becomes |
| // ready to be filled by the client. |
| base::win::ScopedHandle audio_samples_render_event_; |
| |
| // This event will be signaled when rendering shall stop. |
| base::win::ScopedHandle stop_render_event_; |
| |
| // Container for retrieving data from AudioSourceCallback::OnMoreData(). |
| std::unique_ptr<AudioBus> audio_bus_; |
| |
| Microsoft::WRL::ComPtr<IAudioClock> audio_clock_; |
| |
| bool device_changed_ = false; |
| |
| // Generates Windows audio session events for `session_listener_` to handle. |
| Microsoft::WRL::ComPtr<IAudioSessionControl> audio_session_control_; |
| Microsoft::WRL::ComPtr<AudioSessionEventListener> session_listener_; |
| |
| // Since AudioSessionEventListener needs to posts tasks back to the audio |
| // thread, it's possible to end up in a state where that task would execute |
| // after destruction of this class -- so use a WeakPtr to cancel safely. |
| base::WeakPtrFactory<WASAPIAudioOutputStream> weak_factory_{this}; |
| }; |
| |
| } // namespace media |
| |
| #endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ |