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// Implementation of AudioInputStream for Windows using Windows Core Audio
6// WASAPI for low latency capturing.
7//
8// Overview of operation:
9//
10// - An object of WASAPIAudioInputStream is created by the AudioManager
11//   factory.
12// - Next some thread will call Open(), at that point the underlying
13//   Core Audio APIs are utilized to create two WASAPI interfaces called
14//   IAudioClient and IAudioCaptureClient.
15// - Then some thread will call Start(sink).
16//   A thread called "wasapi_capture_thread" is started and this thread listens
17//   on an event signal which is set periodically by the audio engine for
18//   each recorded data packet. As a result, data samples will be provided
19//   to the registered sink.
20// - At some point, a thread will call Stop(), which stops and joins the
21//   capture thread and at the same time stops audio streaming.
22// - The same thread that called stop will call Close() where we cleanup
23//   and notify the audio manager, which likely will destroy this object.
24//
25// Implementation notes:
26//
27// - The minimum supported client is Windows Vista.
28// - This implementation is single-threaded, hence:
29//    o Construction and destruction must take place from the same thread.
30//    o It is recommended to call all APIs from the same thread as well.
31// - It is recommended to first acquire the native sample rate of the default
32//   input device and then use the same rate when creating this object. Use
33//   WASAPIAudioInputStream::HardwareSampleRate() to retrieve the sample rate.
34// - Calling Close() also leads to self destruction.
35//
36// Core Audio API details:
37//
38// - Utilized MMDevice interfaces:
39//     o IMMDeviceEnumerator
40//     o IMMDevice
41// - Utilized WASAPI interfaces:
42//     o IAudioClient
43//     o IAudioCaptureClient
44// - The stream is initialized in shared mode and the processing of the
45//   audio buffer is event driven.
46// - The Multimedia Class Scheduler service (MMCSS) is utilized to boost
47//   the priority of the capture thread.
48// - Audio applications that use the MMDevice API and WASAPI typically use
49//   the ISimpleAudioVolume interface to manage stream volume levels on a
50//   per-session basis. It is also possible to use of the IAudioEndpointVolume
51//   interface to control the master volume level of an audio endpoint device.
52//   This implementation is using the ISimpleAudioVolume interface.
53//   MSDN states that "In rare cases, a specialized audio application might
54//   require the use of the IAudioEndpointVolume".
55//
56#ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
57#define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
58
59#include <Audioclient.h>
60#include <MMDeviceAPI.h>
61
62#include <string>
63
64#include "base/compiler_specific.h"
65#include "base/threading/non_thread_safe.h"
66#include "base/threading/platform_thread.h"
67#include "base/threading/simple_thread.h"
68#include "base/win/scoped_co_mem.h"
69#include "base/win/scoped_com_initializer.h"
70#include "base/win/scoped_comptr.h"
71#include "base/win/scoped_handle.h"
72#include "media/audio/agc_audio_stream.h"
73#include "media/audio/audio_parameters.h"
74#include "media/base/media_export.h"
75
76namespace media {
77
78class AudioBus;
79class AudioManagerWin;
80
81// AudioInputStream implementation using Windows Core Audio APIs.
82class MEDIA_EXPORT WASAPIAudioInputStream
83    : public AgcAudioStream<AudioInputStream>,
84      public base::DelegateSimpleThread::Delegate,
85      NON_EXPORTED_BASE(public base::NonThreadSafe) {
86 public:
87  // The ctor takes all the usual parameters, plus |manager| which is the
88  // the audio manager who is creating this object.
89  WASAPIAudioInputStream(AudioManagerWin* manager,
90                         const AudioParameters& params,
91                         const std::string& device_id);
92
93  // The dtor is typically called by the AudioManager only and it is usually
94  // triggered by calling AudioInputStream::Close().
95  virtual ~WASAPIAudioInputStream();
96
97  // Implementation of AudioInputStream.
98  virtual bool Open() OVERRIDE;
99  virtual void Start(AudioInputCallback* callback) OVERRIDE;
100  virtual void Stop() OVERRIDE;
101  virtual void Close() OVERRIDE;
102  virtual double GetMaxVolume() OVERRIDE;
103  virtual void SetVolume(double volume) OVERRIDE;
104  virtual double GetVolume() OVERRIDE;
105  virtual bool IsMuted() OVERRIDE;
106
107  bool started() const { return started_; }
108
109  // Returns the default hardware audio parameters of the specific device.
110  static AudioParameters GetInputStreamParameters(const std::string& device_id);
111
112 private:
113  // DelegateSimpleThread::Delegate implementation.
114  virtual void Run() OVERRIDE;
115
116  // Issues the OnError() callback to the |sink_|.
117  void HandleError(HRESULT err);
118
119  // The Open() method is divided into these sub methods.
120  HRESULT SetCaptureDevice();
121  HRESULT ActivateCaptureDevice();
122  HRESULT GetAudioEngineStreamFormat();
123  bool DesiredFormatIsSupported();
124  HRESULT InitializeAudioEngine();
125
126  // Retrieves the stream format that the audio engine uses for its internal
127  // processing/mixing of shared-mode streams.
128  // |effects| is a an AudioParameters::effects() flag that will have the
129  // DUCKING flag raised for only the default communication device.
130  static HRESULT GetMixFormat(const std::string& device_id,
131                              WAVEFORMATEX** device_format,
132                              int* effects);
133
134  // Our creator, the audio manager needs to be notified when we close.
135  AudioManagerWin* manager_;
136
137  // Capturing is driven by this thread (which has no message loop).
138  // All OnData() callbacks will be called from this thread.
139  base::DelegateSimpleThread* capture_thread_;
140
141  // Contains the desired audio format which is set up at construction.
142  WAVEFORMATEX format_;
143
144  bool opened_;
145  bool started_;
146
147  // Size in bytes of each audio frame (4 bytes for 16-bit stereo PCM)
148  size_t frame_size_;
149
150  // Size in audio frames of each audio packet where an audio packet
151  // is defined as the block of data which the user received in each
152  // OnData() callback.
153  size_t packet_size_frames_;
154
155  // Size in bytes of each audio packet.
156  size_t packet_size_bytes_;
157
158  // Length of the audio endpoint buffer.
159  uint32 endpoint_buffer_size_frames_;
160
161  // A copy of the supplied AudioParameter's |effects|.  If ducking was
162  // specified (desired device=communications) but we ended up not being
163  // able to open the communications device, this flag will be cleared.
164  int effects_;
165
166  // Contains the unique name of the selected endpoint device.
167  // Note that AudioManagerBase::kDefaultDeviceId represents the default
168  // device role and is not a valid ID as such.
169  std::string device_id_;
170
171  // Conversion factor used in delay-estimation calculations.
172  // Converts a raw performance counter value to 100-nanosecond unit.
173  double perf_count_to_100ns_units_;
174
175  // Conversion factor used in delay-estimation calculations.
176  // Converts from milliseconds to audio frames.
177  double ms_to_frame_count_;
178
179  // Pointer to the object that will receive the recorded audio samples.
180  AudioInputCallback* sink_;
181
182  // Windows Multimedia Device (MMDevice) API interfaces.
183
184  // An IMMDevice interface which represents an audio endpoint device.
185  base::win::ScopedComPtr<IMMDevice> endpoint_device_;
186
187  // Windows Audio Session API (WASAPI) interfaces.
188
189  // An IAudioClient interface which enables a client to create and initialize
190  // an audio stream between an audio application and the audio engine.
191  base::win::ScopedComPtr<IAudioClient> audio_client_;
192
193  // Loopback IAudioClient doesn't support event-driven mode, so a separate
194  // IAudioClient is needed to receive notifications when data is available in
195  // the buffer. For loopback input |audio_client_| is used to receive data,
196  // while |audio_render_client_for_loopback_| is used to get notifications
197  // when a new buffer is ready. See comment in InitializeAudioEngine() for
198  // details.
199  base::win::ScopedComPtr<IAudioClient> audio_render_client_for_loopback_;
200
201  // The IAudioCaptureClient interface enables a client to read input data
202  // from a capture endpoint buffer.
203  base::win::ScopedComPtr<IAudioCaptureClient> audio_capture_client_;
204
205  // The ISimpleAudioVolume interface enables a client to control the
206  // master volume level of an audio session.
207  // The volume-level is a value in the range 0.0 to 1.0.
208  // This interface does only work with shared-mode streams.
209  base::win::ScopedComPtr<ISimpleAudioVolume> simple_audio_volume_;
210
211  // The audio engine will signal this event each time a buffer has been
212  // recorded.
213  base::win::ScopedHandle audio_samples_ready_event_;
214
215  // This event will be signaled when capturing shall stop.
216  base::win::ScopedHandle stop_capture_event_;
217
218  // Extra audio bus used for storage of deinterleaved data for the OnData
219  // callback.
220  scoped_ptr<media::AudioBus> audio_bus_;
221
222  DISALLOW_COPY_AND_ASSIGN(WASAPIAudioInputStream);
223};
224
225}  // namespace media
226
227#endif  // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
228