Index: media/audio/win/audio_low_latency_input_win.h |
=================================================================== |
--- media/audio/win/audio_low_latency_input_win.h (revision 0) |
+++ media/audio/win/audio_low_latency_input_win.h (revision 0) |
@@ -0,0 +1,239 @@ |
+// Copyright (c) 2011 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. |
+// |
+// Implementation of AudioInputStream for Windows using Windows Core Audio |
+// WASAPI for low latency capturing. |
+// |
+// Overview of operation: |
+// |
+// - An object of WASAPIAudioInputStream 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 IAudioCaptureClient. |
+// - Then some thread will call Start(sink). |
+// A thread called "wasapi_capture_thread" is started and this thread listens |
+// on an event signal which is set periodically by the audio engine for |
+// each recorded data packets. As a result, data samples will be provided |
tommi (sloooow) - chröme
2011/10/14 14:31:04
each recorded data packet.
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Done.
|
+// to the registered sink. |
+// - At some point, a thread will call Stop(), which stops and joins the |
+// capture 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. |
+// |
+// Implementation notes: |
+// |
+// - The minimum supported client is Windows Vista. |
+// - Construction and destruction must take place from the same thread. |
+// It is recommended to call all APIs from the same thread as well. |
tommi (sloooow) - chröme
2011/10/14 14:31:04
recommended or required?
I guess as long as the c
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Comment is now more clear.
|
+// - It is recommended to first acquire the native sample rate of the default |
+// input device and then use the same rate when creating this object. Use |
+// WASAPIAudioInputStream::HardwareSampleRate() to retrieve the sample rate. |
+// - Calling Close() also leads to self destruction. |
tommi (sloooow) - chröme
2011/10/14 14:31:04
should the initial allocator then not call delete?
henrika (OOO until Aug 14)
2011/10/17 12:08:24
The audio manager is the allocator and it deletes
|
+// |
+// Core Audio API details: |
+// |
+// - CoInitializeEx() is called on the creating thread and on the internal |
+// capture thread. Each thread's concurrency model and apartment is set |
+// to multi-threaded (MTA). |
tommi (sloooow) - chröme
2011/10/14 14:31:04
maybe a note that if CoInitializeEx(MTA) fails, th
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Done.
|
+// - Utilized MMDevice interfaces: |
+// o IMMDeviceEnumerator |
+// o IMMDevice |
+// - Utilized WASAPI interfaces: |
+// o IAudioClient |
+// o IAudioCaptureClient |
+// - 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 capture thread. |
+// |
+#ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_ |
+#define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_ |
+ |
+#include <MMDeviceAPI.h> |
+#include <Audioclient.h> |
+ |
+#include "base/compiler_specific.h" |
+#include "base/threading/simple_thread.h" |
+#include "base/threading/platform_thread.h" |
+#include "base/win/scoped_comptr.h" |
+#include "base/win/scoped_handle.h" |
+#include "media/audio/audio_io.h" |
+#include "media/audio/audio_parameters.h" |
+ |
+class AudioManagerWin; |
+ |
+// Initializes COM in the constructor (MTA), and uninitializes COM in the |
+// destructor. |
+class ScopedCOMInitializer { |
tommi (sloooow) - chröme
2011/10/14 14:31:04
FYI - I have a pending change to support this in S
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Great ;-)
|
+ public: |
+ ScopedCOMInitializer() |
+ : hr_(CoInitializeEx(NULL, COINIT_MULTITHREADED)), |
+ creating_thread_id_(base::PlatformThread::CurrentId()) { |
+ CHECK(SUCCEEDED(hr_)); |
+ } |
+ |
+ ScopedCOMInitializer::~ScopedCOMInitializer() { |
+ DCHECK_EQ(base::PlatformThread::CurrentId(), creating_thread_id_); |
+ if (SUCCEEDED(hr_)) |
+ CoUninitialize(); |
+ } |
+ |
+ private: |
+ base::PlatformThreadId creating_thread_id_; |
tommi (sloooow) - chröme
2011/10/14 14:31:04
include only for NDEBUG?
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Done.
|
+ HRESULT hr_; |
+ DISALLOW_COPY_AND_ASSIGN(ScopedCOMInitializer); |
+}; |
+ |
+// A convenience class for COM memory handling. |
+template <class T> |
+class ScopedComMem { |
tommi (sloooow) - chröme
2011/10/14 14:31:04
Andrew - what is the convention on namespaces and
|
+ public: |
+ ScopedComMem() : ptr_(NULL) {} |
+ ~ScopedComMem() { |
+ Free(); |
+ } |
+ |
+ T* operator->() { |
+ DCHECK(ptr_ != NULL); |
+ return ptr_; |
+ } |
+ |
+ T* get() const { return ptr_; } |
+ |
+ T** Receive() { |
+ DCHECK(ptr_ == NULL); |
+ return &ptr_; |
+ } |
+ |
+ void Free() { |
+ if (ptr_) { |
+ ::CoTaskMemFree(ptr_); |
+ ptr_ = NULL; |
+ } |
+ } |
+ |
+ bool valid() const { return ptr_ != NULL; } |
+ |
+ protected: |
+ T* ptr_; |
+ |
+ private: |
+ DISALLOW_COPY_AND_ASSIGN(ScopedComMem); |
+}; |
+ |
+// AudioInputStream implementation using Windows Core Audio APIs. |
+class WASAPIAudioInputStream : public AudioInputStream, |
+ 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. |
+ WASAPIAudioInputStream(AudioManagerWin* manager, |
+ const AudioParameters& params, |
+ ERole device_role); |
+ // The dtor is typically called by the AudioManager only and it is usually |
+ // triggered by calling AudioInputStream::Close(). |
+ virtual ~WASAPIAudioInputStream(); |
+ |
+ // Implementation of AudioInputStream. |
+ virtual bool Open() OVERRIDE; |
+ virtual void Start(AudioInputCallback* callback) OVERRIDE; |
+ virtual void Stop() OVERRIDE; |
+ virtual void Close() OVERRIDE; |
+ |
+ // Retrieve the stream format that the audio engine uses for its internal |
+ // processing/mixing of shared-mode streams. |
+ static double HardwareSampleRate(ERole device_role); |
+ |
+ bool started() const { return started_; } |
+ |
+ private: |
+ // DelegateSimpleThread::Delegate implementation. |
+ virtual void Run() OVERRIDE; |
+ |
+ // Issues the OnError() callback to the |sink_|. |
+ void HandleError(HRESULT err); |
+ |
+ // The Open() method is divided into these sub methods. |
+ HRESULT SetCaptureDevice(ERole device_role); |
+ HRESULT ActivateCaptureDevice(); |
+ HRESULT GetAudioEngineStreamFormat(); |
+ bool DesiredFormatIsSupported(); |
+ HRESULT InitializeAudioEngine(); |
+ |
+ // Initializes the COM library for use by the calling thread and set the |
+ // thread's concurrency model to multi-threaded. |
+ ScopedCOMInitializer com_init_; |
+ |
+ // Our creator, the audio manager needs to be notified when we close. |
+ AudioManagerWin* manager_; |
+ |
+ // Capturing is driven by this thread (which has no message loop). |
+ // All OnData() callbacks will be called from this thread. |
+ base::DelegateSimpleThread* capture_thread_; |
+ |
+ // Contains the desired audio format which is set up at construction. |
+ WAVEFORMATEX format_; |
+ |
+ // Copy of the audio format which we know the audio engine supports. |
+ // It is recommended to ensure that the sample rate in |format_| is identical |
+ // to the sample rate in |audio_engine_mix_format_|. |
+ ScopedComMem<WAVEFORMATEX> audio_engine_mix_format_; |
+ |
+ bool opened_; |
+ bool started_; |
+ |
+ // Size in bytes of each audio frame (4 bytes for 16-bit stereo PCM) |
+ size_t frame_size_; |
+ |
+ // Size in audio frames of each audio packet where an audio packet |
+ // is defined as the block of data which the user received in each |
+ // OnData() callback. |
+ size_t packet_size_frames_; |
+ |
+ // Size in bytes of each audio packet. |
+ size_t packet_size_bytes_; |
+ |
+ // Size in milliseconds of each audio packet. |
Niklas Enbom
2011/10/14 14:46:51
This value seems to be calculated but never used?
henrika (OOO until Aug 14)
2011/10/17 12:08:24
Ooops. Removed.
|
+ float packet_size_ms_; |
+ |
+ // Length of the audio endpoint buffer. |
+ size_t endpoint_buffer_size_frames_; |
+ |
+ // Defines the role that the system has assigned to an audio endpoint device. |
+ ERole device_role_; |
+ |
+ // Conversion factor used in delay-estimation calculations. |
+ // Converts a raw performance counter value to 100-nanosecond unit. |
+ double perf_count_to_100ns_units_; |
+ |
+ // Conversion factor used in delay-estimation calculations. |
+ // Converts from milliseconds to audio frames. |
+ double ms_to_frame_count_; |
+ |
+ // Pointer to the object that will receive the recorded audio samples. |
+ AudioInputCallback* sink_; |
+ |
+ // An IMMDevice interface which represents an audio endpoint device. |
+ base::win::ScopedComPtr<IMMDevice> endpoint_device_; |
+ |
+ // An IAudioClient interface which enables a client to create and initialize |
+ // an audio stream between an audio application and the audio engine. |
+ base::win::ScopedComPtr<IAudioClient> audio_client_; |
+ |
+ // The IAudioCaptureClient interface enables a client to read input data |
+ // from a capture endpoint buffer. |
+ base::win::ScopedComPtr<IAudioCaptureClient> audio_capture_client_; |
+ |
+ // The audio engine will signal this event each time a buffer has been |
+ // recorded. |
+ base::win::ScopedHandle audio_samples_ready_event_; |
+ |
+ // This event will be signaled when capturing shall stop. |
+ base::win::ScopedHandle stop_capture_event_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(WASAPIAudioInputStream); |
+}; |
+ |
+#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_ |
Property changes on: media\audio\win\audio_low_latency_input_win.h |
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Added: svn:eol-style |
+ LF |