audio_io.h revision cedac228d2dd51db4b79ea1e72c7f249408ee061
1// Copyright (c) 2012 The Chromium Authors. All rights reserved. 2// Use of this source code is governed by a BSD-style license that can be 3// found in the LICENSE file. 4 5#ifndef MEDIA_AUDIO_AUDIO_IO_H_ 6#define MEDIA_AUDIO_AUDIO_IO_H_ 7 8#include "base/basictypes.h" 9#include "media/audio/audio_buffers_state.h" 10#include "media/base/audio_bus.h" 11 12// Low-level audio output support. To make sound there are 3 objects involved: 13// - AudioSource : produces audio samples on a pull model. Implements 14// the AudioSourceCallback interface. 15// - AudioOutputStream : uses the AudioSource to render audio on a given 16// channel, format and sample frequency configuration. Data from the 17// AudioSource is delivered in a 'pull' model. 18// - AudioManager : factory for the AudioOutputStream objects, manager 19// of the hardware resources and mixer control. 20// 21// The number and configuration of AudioOutputStream does not need to match the 22// physically available hardware resources. For example you can have: 23// 24// MonoPCMSource1 --> MonoPCMStream1 --> | | --> audio left channel 25// StereoPCMSource -> StereoPCMStream -> | mixer | 26// MonoPCMSource2 --> MonoPCMStream2 --> | | --> audio right channel 27// 28// This facility's objective is mix and render audio with low overhead using 29// the OS basic audio support, abstracting as much as possible the 30// idiosyncrasies of each platform. Non-goals: 31// - Positional, 3d audio 32// - Dependence on non-default libraries such as DirectX 9, 10, XAudio 33// - Digital signal processing or effects 34// - Extra features if a specific hardware is installed (EAX, X-fi) 35// 36// The primary client of this facility is audio coming from several tabs. 37// Specifically for this case we avoid supporting complex formats such as MP3 38// or WMA. Complex format decoding should be done by the renderers. 39 40 41// Models an audio stream that gets rendered to the audio hardware output. 42// Because we support more audio streams than physically available channels 43// a given AudioOutputStream might or might not talk directly to hardware. 44// An audio stream allocates several buffers for audio data and calls 45// AudioSourceCallback::OnMoreData() periodically to fill these buffers, 46// as the data is written to the audio device. Size of each packet is determined 47// by |samples_per_packet| specified in AudioParameters when the stream is 48// created. 49 50namespace media { 51 52class MEDIA_EXPORT AudioOutputStream { 53 public: 54 // Audio sources must implement AudioSourceCallback. This interface will be 55 // called in a random thread which very likely is a high priority thread. Do 56 // not rely on using this thread TLS or make calls that alter the thread 57 // itself such as creating Windows or initializing COM. 58 class MEDIA_EXPORT AudioSourceCallback { 59 public: 60 // Provide more data by fully filling |dest|. The source will return 61 // the number of frames it filled. |buffers_state| contains current state 62 // of the buffers, and can be used by the source to calculate delay. 63 virtual int OnMoreData(AudioBus* dest, 64 AudioBuffersState buffers_state) = 0; 65 66 // There was an error while playing a buffer. Audio source cannot be 67 // destroyed yet. No direct action needed by the AudioStream, but it is 68 // a good place to stop accumulating sound data since is is likely that 69 // playback will not continue. 70 virtual void OnError(AudioOutputStream* stream) = 0; 71 72 protected: 73 virtual ~AudioSourceCallback() {} 74 }; 75 76 virtual ~AudioOutputStream() {} 77 78 // Open the stream. false is returned if the stream cannot be opened. Open() 79 // must always be followed by a call to Close() even if Open() fails. 80 virtual bool Open() = 0; 81 82 // Starts playing audio and generating AudioSourceCallback::OnMoreData(). 83 // Since implementor of AudioOutputStream may have internal buffers, right 84 // after calling this method initial buffers are fetched. 85 // 86 // The output stream does not take ownership of this callback. 87 virtual void Start(AudioSourceCallback* callback) = 0; 88 89 // Stops playing audio. Effect might not be instantaneous as the hardware 90 // might have locked audio data that is processing. 91 virtual void Stop() = 0; 92 93 // Sets the relative volume, with range [0.0, 1.0] inclusive. 94 virtual void SetVolume(double volume) = 0; 95 96 // Gets the relative volume, with range [0.0, 1.0] inclusive. 97 virtual void GetVolume(double* volume) = 0; 98 99 // Close the stream. This also generates AudioSourceCallback::OnClose(). 100 // After calling this method, the object should not be used anymore. 101 virtual void Close() = 0; 102}; 103 104// Models an audio sink receiving recorded audio from the audio driver. 105class MEDIA_EXPORT AudioInputStream { 106 public: 107 class MEDIA_EXPORT AudioInputCallback { 108 public: 109 // Called by the audio recorder when a full packet of audio data is 110 // available. This is called from a special audio thread and the 111 // implementation should return as soon as possible. 112 virtual void OnData(AudioInputStream* stream, const uint8* src, 113 uint32 size, uint32 hardware_delay_bytes, 114 double volume) = 0; 115 116 // There was an error while recording audio. The audio sink cannot be 117 // destroyed yet. No direct action needed by the AudioInputStream, but it 118 // is a good place to stop accumulating sound data since is is likely that 119 // recording will not continue. 120 virtual void OnError(AudioInputStream* stream) = 0; 121 122 protected: 123 virtual ~AudioInputCallback() {} 124 }; 125 126 virtual ~AudioInputStream() {} 127 128 // Open the stream and prepares it for recording. Call Start() to actually 129 // begin recording. 130 virtual bool Open() = 0; 131 132 // Starts recording audio and generating AudioInputCallback::OnData(). 133 // The input stream does not take ownership of this callback. 134 virtual void Start(AudioInputCallback* callback) = 0; 135 136 // Stops recording audio. Effect might not be instantaneous as there could be 137 // pending audio callbacks in the queue which will be issued first before 138 // recording stops. 139 virtual void Stop() = 0; 140 141 // Close the stream. This also generates AudioInputCallback::OnClose(). This 142 // should be the last call made on this object. 143 virtual void Close() = 0; 144 145 // Returns the maximum microphone analog volume or 0.0 if device does not 146 // have volume control. 147 virtual double GetMaxVolume() = 0; 148 149 // Sets the microphone analog volume, with range [0, max_volume] inclusive. 150 virtual void SetVolume(double volume) = 0; 151 152 // Returns the microphone analog volume, with range [0, max_volume] inclusive. 153 virtual double GetVolume() = 0; 154 155 // Sets the Automatic Gain Control (AGC) state. 156 virtual void SetAutomaticGainControl(bool enabled) = 0; 157 158 // Returns the Automatic Gain Control (AGC) state. 159 virtual bool GetAutomaticGainControl() = 0; 160}; 161 162} // namespace media 163 164#endif // MEDIA_AUDIO_AUDIO_IO_H_ 165