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Unified Diff: media/audio/win/audio_low_latency_output_win.cc

Issue 8440002: Low-latency AudioOutputStream implementation based on WASAPI for Windows. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: rebased Created 9 years, 1 month ago
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Index: media/audio/win/audio_low_latency_output_win.cc
===================================================================
--- media/audio/win/audio_low_latency_output_win.cc (revision 0)
+++ media/audio/win/audio_low_latency_output_win.cc (revision 0)
@@ -0,0 +1,601 @@
+// 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.
+
+#include "media/audio/win/audio_low_latency_output_win.h"
+
+#include "base/logging.h"
+#include "base/memory/scoped_ptr.h"
+#include "base/utf_string_conversions.h"
+#include "media/audio/audio_util.h"
+#include "media/audio/win/audio_manager_win.h"
+#include "media/audio/win/avrt_wrapper_win.h"
+
+using base::win::ScopedComPtr;
+using base::win::ScopedCOMInitializer;
+
+WASAPIAudioOutputStream::WASAPIAudioOutputStream(AudioManagerWin* manager,
+ const AudioParameters& params,
+ ERole device_role)
+ : com_init_(ScopedCOMInitializer::kMTA),
+ creating_thread_id_(base::PlatformThread::CurrentId()),
+ manager_(manager),
+ render_thread_(NULL),
+ opened_(false),
+ started_(false),
+ volume_(1.0),
+ endpoint_buffer_size_frames_(0),
+ device_role_(device_role),
+ num_written_frames_(0),
+ source_(NULL) {
+ CHECK(com_init_.succeeded());
+ DCHECK(manager_);
+
+ // Load the Avrt DLL if not already loaded. Required to support MMCSS.
+ bool avrt_init = avrt::Initialize();
+ DCHECK(avrt_init) << "Failed to load the avrt.dll";
+
+ // Set up the desired render format specified by the client.
+ format_.nSamplesPerSec = params.sample_rate;
+ format_.wFormatTag = WAVE_FORMAT_PCM;
+ format_.wBitsPerSample = params.bits_per_sample;
+ format_.nChannels = params.channels;
+ format_.nBlockAlign = (format_.wBitsPerSample / 8) * format_.nChannels;
+ format_.nAvgBytesPerSec = format_.nSamplesPerSec * format_.nBlockAlign;
+ format_.cbSize = 0;
+
+ // Size in bytes of each audio frame.
+ frame_size_ = format_.nBlockAlign;
+
+ // Store size (in different units) of audio packets which we expect to
+ // get from the audio endpoint device in each render event.
+ packet_size_frames_ = params.GetPacketSize() / format_.nBlockAlign;
+ packet_size_bytes_ = params.GetPacketSize();
+ packet_size_ms_ = (1000.0 * packet_size_frames_) / params.sample_rate;
+ DVLOG(1) << "Number of bytes per audio frame : " << frame_size_;
+ DVLOG(1) << "Number of audio frames per packet: " << packet_size_frames_;
+ DVLOG(1) << "Number of milliseconds per packet: " << packet_size_ms_;
+
+ // All events are auto-reset events and non-signaled initially.
+
+ // Create the event which the audio engine will signal each time
+ // a buffer becomes ready to be processed by the client.
+ audio_samples_render_event_.Set(CreateEvent(NULL, FALSE, FALSE, NULL));
+ DCHECK(audio_samples_render_event_.IsValid());
+
+ // Create the event which will be set in Stop() when capturing shall stop.
+ stop_render_event_.Set(CreateEvent(NULL, FALSE, FALSE, NULL));
+ DCHECK(stop_render_event_.IsValid());
+}
+
+WASAPIAudioOutputStream::~WASAPIAudioOutputStream() {}
+
+bool WASAPIAudioOutputStream::Open() {
+ DCHECK_EQ(GetCurrentThreadId(), creating_thread_id_);
+ if (opened_)
+ return true;
+
+ // Obtain a reference to the IMMDevice interface of the default rendering
+ // device with the specified role.
+ HRESULT hr = SetRenderDevice(device_role_);
+ if (FAILED(hr)) {
+ HandleError(hr);
+ return false;
+ }
+
+ // Obtain an IAudioClient interface which enables us to create and initialize
+ // an audio stream between an audio application and the audio engine.
+ hr = ActivateRenderDevice();
+ if (FAILED(hr)) {
+ HandleError(hr);
+ return false;
+ }
+
+ // Retrieve the stream format which the audio engine uses for its internal
+ // processing/mixing of shared-mode streams.
+ hr = GetAudioEngineStreamFormat();
+ if (FAILED(hr)) {
+ HandleError(hr);
+ return false;
+ }
+
+ // Verify that the selected audio endpoint supports the specified format
+ // set during construction.
+ if (!DesiredFormatIsSupported()) {
+ hr = E_INVALIDARG;
+ HandleError(hr);
+ return false;
+ }
+
+ // Initialize the audio stream between the client and the device using
+ // shared mode and a lowest possible glitch-free latency.
+ hr = InitializeAudioEngine();
+ if (FAILED(hr)) {
+ HandleError(hr);
+ return false;
+ }
+
+ opened_ = true;
+
+ return true;
+}
+
+void WASAPIAudioOutputStream::Start(AudioSourceCallback* callback) {
+ DCHECK_EQ(GetCurrentThreadId(), creating_thread_id_);
+ DCHECK(callback);
+ DCHECK(opened_);
+
+ if (!opened_)
+ return;
+
+ if (started_)
+ return;
+
+ source_ = callback;
+
+ // Avoid start-up glitches by filling up the endpoint buffer with "silence"
+ // before starting the stream.
+ BYTE* data_ptr = NULL;
+ HRESULT hr = audio_render_client_->GetBuffer(endpoint_buffer_size_frames_,
+ &data_ptr);
+ if (FAILED(hr)) {
+ DLOG(ERROR) << "Failed to use rendering audio buffer: " << std::hex << hr;
+ return;
+ }
+
+ // Using the AUDCLNT_BUFFERFLAGS_SILENT flag eliminates the need to
+ // explicitly write silence data to the rendering buffer.
+ audio_render_client_->ReleaseBuffer(endpoint_buffer_size_frames_,
+ AUDCLNT_BUFFERFLAGS_SILENT);
+ num_written_frames_ = endpoint_buffer_size_frames_;
+
+ // Sanity check: verify that the endpoint buffer is filled with silence.
+ UINT32 num_queued_frames = 0;
+ audio_client_->GetCurrentPadding(&num_queued_frames);
+ DCHECK(num_queued_frames == num_written_frames_);
+
+ // Create and start the thread that will drive the rendering by waiting for
+ // render events.
+ render_thread_ = new base::DelegateSimpleThread(this, "wasapi_render_thread");
+ render_thread_->Start();
+ if (!render_thread_->HasBeenStarted()) {
+ DLOG(ERROR) << "Failed to start WASAPI render thread.";
+ return;
+ }
+
+ // Start streaming data between the endpoint buffer and the audio engine.
+ hr = audio_client_->Start();
+ if (FAILED(hr)) {
+ SetEvent(stop_render_event_.Get());
+ render_thread_->Join();
+ render_thread_ = NULL;
+ HandleError(hr);
+ return;
+ }
+
+ started_ = true;
+}
+
+void WASAPIAudioOutputStream::Stop() {
+ DCHECK_EQ(GetCurrentThreadId(), creating_thread_id_);
+ if (!started_)
+ return;
+
+ // Shut down the render thread.
+ if (stop_render_event_.IsValid()) {
+ SetEvent(stop_render_event_.Get());
+ }
+
+ // Stop output audio streaming.
+ HRESULT hr = audio_client_->Stop();
+ DLOG_IF(ERROR, FAILED(hr)) << "Failed to stop output streaming: "
+ << std::hex << hr;
+
+ // Wait until the thread completes and perform cleanup.
+ if (render_thread_) {
+ SetEvent(stop_render_event_.Get());
+ render_thread_->Join();
+ render_thread_ = NULL;
+ }
+
+ started_ = false;
+}
+
+void WASAPIAudioOutputStream::Close() {
+ DCHECK_EQ(GetCurrentThreadId(), creating_thread_id_);
+
+ // It is valid to call Close() before calling open or Start().
+ // It is also valid to call Close() after Start() has been called.
+ Stop();
+
+ // Inform the audio manager that we have been closed. This will cause our
+ // destruction.
+ manager_->ReleaseOutputStream(this);
+}
+
+void WASAPIAudioOutputStream::SetVolume(double volume) {
+ float volume_float = static_cast<float>(volume);
+ if (volume_float < 0.0f || volume_float > 1.0f) {
+ return;
+ }
+ volume_ = volume_float;
+}
+
+void WASAPIAudioOutputStream::GetVolume(double* volume) {
+ *volume = static_cast<double>(volume_);
+}
+
+// static
+double WASAPIAudioOutputStream::HardwareSampleRate(ERole device_role) {
+ // It is assumed that this static method is called from a COM thread, i.e.,
+ // CoInitializeEx() is not called here again to avoid STA/MTA conflicts.
+ ScopedComPtr<IMMDeviceEnumerator> enumerator;
+ HRESULT hr = CoCreateInstance(__uuidof(MMDeviceEnumerator),
+ NULL,
+ CLSCTX_INPROC_SERVER,
+ __uuidof(IMMDeviceEnumerator),
+ enumerator.ReceiveVoid());
+ if (FAILED(hr)) {
+ NOTREACHED() << "error code: " << std::hex << hr;
+ return 0.0;
+ }
+
+ ScopedComPtr<IMMDevice> endpoint_device;
+ hr = enumerator->GetDefaultAudioEndpoint(eRender,
+ device_role,
+ endpoint_device.Receive());
+ if (FAILED(hr)) {
+ // This will happen if there's no audio output device found or available
+ // (e.g. some audio cards that have outputs will still report them as
+ // "not found" when no speaker is plugged into the output jack).
+ LOG(WARNING) << "No audio end point: " << std::hex << hr;
+ return 0.0;
+ }
+
+ ScopedComPtr<IAudioClient> audio_client;
+ hr = endpoint_device->Activate(__uuidof(IAudioClient),
+ CLSCTX_INPROC_SERVER,
+ NULL,
+ audio_client.ReceiveVoid());
+ if (FAILED(hr)) {
+ NOTREACHED() << "error code: " << std::hex << hr;
+ return 0.0;
+ }
+
+ base::win::ScopedCoMem<WAVEFORMATEX> audio_engine_mix_format;
+ hr = audio_client->GetMixFormat(&audio_engine_mix_format);
+ if (FAILED(hr)) {
+ NOTREACHED() << "error code: " << std::hex << hr;
+ return 0.0;
+ }
+
+ return static_cast<double>(audio_engine_mix_format->nSamplesPerSec);
+}
+
+void WASAPIAudioOutputStream::Run() {
+ ScopedCOMInitializer com_init(ScopedCOMInitializer::kMTA);
+
+ // Increase the thread priority.
+ render_thread_->SetThreadPriority(base::kThreadPriority_RealtimeAudio);
+
+ // Enable MMCSS to ensure that this thread receives prioritized access to
+ // CPU resources.
+ DWORD task_index = 0;
+ HANDLE mm_task = avrt::AvSetMmThreadCharacteristics(L"Pro Audio",
+ &task_index);
+ bool mmcss_is_ok =
+ (mm_task && avrt::AvSetMmThreadPriority(mm_task, AVRT_PRIORITY_CRITICAL));
+ if (!mmcss_is_ok) {
+ // Failed to enable MMCSS on this thread. It is not fatal but can lead
+ // to reduced QoS at high load.
+ DWORD err = GetLastError();
+ LOG(WARNING) << "Failed to enable MMCSS (error code=" << err << ").";
+ }
+
+ HRESULT hr = S_FALSE;
+
+ bool playing = true;
+ bool error = false;
+ HANDLE wait_array[2] = {stop_render_event_, audio_samples_render_event_};
+ UINT64 device_frequency = 0;
+
+ // The IAudioClock interface enables us to monitor a stream's data
+ // rate and the current position in the stream. Allocate it before we
+ // start spinning.
+ ScopedComPtr<IAudioClock> audio_clock;
+ hr = audio_client_->GetService(__uuidof(IAudioClock),
+ audio_clock.ReceiveVoid());
+ if (SUCCEEDED(hr)) {
+ // The device frequency is the frequency generated by the hardware clock in
+ // the audio device. The GetFrequency() method reports a constant frequency.
+ hr = audio_clock->GetFrequency(&device_frequency);
+ }
+ error = FAILED(hr);
+ PLOG_IF(ERROR, error) << "Failed to acquire IAudioClock interface: "
+ << std::hex << hr;
+
+ // Render audio until stop event or error.
+ while (playing && !error) {
+ // Wait for a close-down event or a new render event.
+ DWORD wait_result = WaitForMultipleObjects(2, wait_array, FALSE, INFINITE);
+
+ switch (wait_result) {
+ case WAIT_OBJECT_0 + 0:
+ // |stop_render_event_| has been set.
+ playing = false;
+ break;
+ case WAIT_OBJECT_0 + 1:
+ {
+ // |audio_samples_render_event_| has been set.
+ UINT32 num_queued_frames = 0;
+ uint8* audio_data = NULL;
+
+ // Get the padding value which represents the amount of rendering
+ // data that is queued up to play in the endpoint buffer.
+ hr = audio_client_->GetCurrentPadding(&num_queued_frames);
+
+ // Determine how much new data we can write to the buffer without
+ // the risk of overwriting previously written data that the audio
+ // engine has not yet read from the buffer.
+ size_t num_available_frames =
+ endpoint_buffer_size_frames_ - num_queued_frames;
+
+ // Check if there is enough available space to fit the packet size
+ // specified by the client.
+ if (FAILED(hr) || (num_available_frames < packet_size_frames_))
+ continue;
+
+ // Derive the number of packets we need get from the client to
+ // fill up the available area in the endpoint buffer.
+ size_t num_packets = (num_available_frames / packet_size_frames_);
+
+ // Get data from the client/source.
+ for (size_t n = 0; n < num_packets; ++n) {
+ // Grab all available space in the rendering endpoint buffer
+ // into which the client can write a data packet.
+ hr = audio_render_client_->GetBuffer(packet_size_frames_,
+ &audio_data);
+ if (FAILED(hr)) {
+ DLOG(ERROR) << "Failed to use rendering audio buffer: "
+ << std::hex << hr;
+ continue;
+ }
+
+ // Derive the audio delay which corresponds to the delay between
+ // a render event and the time when the first audio sample in a
+ // packet is played out through the speaker. This delay value
+ // can typically be utilized by an acoustic echo-control (AEC)
+ // unit at the render side.
+ UINT64 position = 0;
+ int audio_delay_bytes = 0;
+ hr = audio_clock->GetPosition(&position, NULL);
+ if (SUCCEEDED(hr)) {
+ // Stream position of the sample that is currently playing
+ // through the speaker.
+ double pos_sample_playing_frames = format_.nSamplesPerSec *
+ (static_cast<double>(position) / device_frequency);
+
+ // Stream position of the last sample written to the endpoint
+ // buffer. Note that, the packet we are about to receive in
+ // the upcoming callback is also included.
+ size_t pos_last_sample_written_frames =
+ num_written_frames_ + packet_size_frames_;
+
+ // Derive the actual delay value which will be fed to the
+ // render client using the OnMoreData() callback.
+ audio_delay_bytes = (pos_last_sample_written_frames -
+ pos_sample_playing_frames) * frame_size_;
+ }
+
+ // Read a data packet from the registered client source and
+ // deliver a delay estimate in the same callback to the client.
+ // A time stamp is also stored in the AudioBuffersState. This
+ // time stamp can be used at the client side to compensate for
+ // the delay between the usage of the delay value and the time
+ // of generation.
+ uint32 num_filled_bytes = source_->OnMoreData(
+ this, audio_data, packet_size_bytes_,
+ AudioBuffersState(0, audio_delay_bytes));
+
+ // Perform in-place, software-volume adjustments.
+ media::AdjustVolume(audio_data,
+ num_filled_bytes,
+ format_.nChannels,
+ format_.wBitsPerSample >> 3,
+ volume_);
+
+ // Zero out the part of the packet which has not been filled by
+ // the client. Using silence is the least bad option in this
+ // situation.
+ if (num_filled_bytes < packet_size_bytes_) {
+ memset(&audio_data[num_filled_bytes], 0,
+ (packet_size_bytes_ - num_filled_bytes));
+ }
+
+ // Release the buffer space acquired in the GetBuffer() call.
+ DWORD flags = 0;
+ audio_render_client_->ReleaseBuffer(packet_size_frames_,
+ flags);
+
+ num_written_frames_ += packet_size_frames_;
+ }
+ }
+ break;
+ default:
+ error = true;
+ break;
+ }
+ }
+
+ if (playing && error) {
+ // Stop audio rendering since something has gone wrong in our main thread
+ // loop. Note that, we are still in a "started" state, hence a Stop() call
+ // is required to join the thread properly.
+ audio_client_->Stop();
+ PLOG(ERROR) << "WASAPI rendering failed.";
+ }
+
+ // Disable MMCSS.
+ if (mm_task && !avrt::AvRevertMmThreadCharacteristics(mm_task)) {
+ PLOG(WARNING) << "Failed to disable MMCSS";
+ }
+}
+
+void WASAPIAudioOutputStream::HandleError(HRESULT err) {
+ NOTREACHED() << "Error code: " << std::hex << err;
+ if (source_)
+ source_->OnError(this, static_cast<int>(err));
+}
+
+HRESULT WASAPIAudioOutputStream::SetRenderDevice(ERole device_role) {
+ ScopedComPtr<IMMDeviceEnumerator> enumerator;
+ HRESULT hr = CoCreateInstance(__uuidof(MMDeviceEnumerator),
+ NULL,
+ CLSCTX_INPROC_SERVER,
+ __uuidof(IMMDeviceEnumerator),
+ enumerator.ReceiveVoid());
+ if (SUCCEEDED(hr)) {
+ // Retrieve the default render audio endpoint for the specified role.
+ // Note that, in Windows Vista, the MMDevice API supports device roles
+ // but the system-supplied user interface programs do not.
+ hr = enumerator->GetDefaultAudioEndpoint(eRender,
+ device_role,
+ endpoint_device_.Receive());
+
+ // Verify that the audio endpoint device is active. That is, the audio
+ // adapter that connects to the endpoint device is present and enabled.
+ DWORD state = DEVICE_STATE_DISABLED;
+ hr = endpoint_device_->GetState(&state);
+ if (SUCCEEDED(hr)) {
+ if (!(state & DEVICE_STATE_ACTIVE)) {
+ DLOG(ERROR) << "Selected render device is not active.";
+ hr = E_ACCESSDENIED;
+ }
+ }
+ }
+
+ return hr;
+}
+
+HRESULT WASAPIAudioOutputStream::ActivateRenderDevice() {
+ // Creates and activates an IAudioClient COM object given the selected
+ // render endpoint device.
+ HRESULT hr = endpoint_device_->Activate(__uuidof(IAudioClient),
+ CLSCTX_INPROC_SERVER,
+ NULL,
+ audio_client_.ReceiveVoid());
+ return hr;
+}
+
+HRESULT WASAPIAudioOutputStream::GetAudioEngineStreamFormat() {
+ // Retrieve the stream format that the audio engine uses for its internal
+ // processing/mixing of shared-mode streams.
+ return audio_client_->GetMixFormat(&audio_engine_mix_format_);
+}
+
+bool WASAPIAudioOutputStream::DesiredFormatIsSupported() {
+ // In shared mode, the audio engine always supports the mix format,
+ // which is stored in the |audio_engine_mix_format_| member. In addition,
+ // the audio engine *might* support similar formats that have the same
+ // sample rate and number of channels as the mix format but differ in
+ // the representation of audio sample values.
+ base::win::ScopedCoMem<WAVEFORMATEX> closest_match;
+ HRESULT hr = audio_client_->IsFormatSupported(AUDCLNT_SHAREMODE_SHARED,
+ &format_,
+ &closest_match);
+ DLOG_IF(ERROR, hr == S_FALSE) << "Format is not supported "
+ << "but a closest match exists.";
+ return (hr == S_OK);
+}
+
+HRESULT WASAPIAudioOutputStream::InitializeAudioEngine() {
+ // TODO(henrika): this buffer scheme is still under development.
+ // The exact details are yet to be determined based on tests with different
+ // audio clients.
+ int glitch_free_buffer_size_ms = static_cast<int>(packet_size_ms_ + 0.5);
+ if (audio_engine_mix_format_->nSamplesPerSec == 48000) {
+ // Initial tests have shown that we have to add 10 ms extra to
+ // ensure that we don't run empty for any packet size.
+ glitch_free_buffer_size_ms += 10;
+ } else if (audio_engine_mix_format_->nSamplesPerSec == 44100) {
+ // Initial tests have shown that we have to add 20 ms extra to
+ // ensure that we don't run empty for any packet size.
+ glitch_free_buffer_size_ms += 20;
+ } else {
+ glitch_free_buffer_size_ms += 20;
+ }
+ DVLOG(1) << "glitch_free_buffer_size_ms: " << glitch_free_buffer_size_ms;
+ REFERENCE_TIME requested_buffer_duration_hns =
+ static_cast<REFERENCE_TIME>(glitch_free_buffer_size_ms * 10000);
+
+ // Initialize the audio stream between the client and the device.
+ // We connect indirectly through the audio engine by using shared mode
+ // and WASAPI is initialized in an event driven mode.
+ // Note that this API ensures that the buffer is never smaller than the
+ // minimum buffer size needed to ensure glitch-free rendering.
+ // If we requests a buffer size that is smaller than the audio engine's
+ // minimum required buffer size, the method sets the buffer size to this
+ // minimum buffer size rather than to the buffer size requested.
+ HRESULT hr = audio_client_->Initialize(AUDCLNT_SHAREMODE_SHARED,
+ AUDCLNT_STREAMFLAGS_EVENTCALLBACK |
+ AUDCLNT_STREAMFLAGS_NOPERSIST,
+ requested_buffer_duration_hns,
+ 0,
+ &format_,
+ NULL);
+ if (FAILED(hr))
+ return hr;
+
+ // Retrieve the length of the endpoint buffer shared between the client
+ // and the audio engine. The buffer length the buffer length determines
+ // the maximum amount of rendering data that the client can write to
+ // the endpoint buffer during a single processing pass.
+ // A typical value is 960 audio frames <=> 20ms @ 48kHz sample rate.
+ hr = audio_client_->GetBufferSize(&endpoint_buffer_size_frames_);
+ if (FAILED(hr))
+ return hr;
+ DVLOG(1) << "endpoint buffer size: " << endpoint_buffer_size_frames_
+ << " [frames]";
+#ifndef NDEBUG
+ // The period between processing passes by the audio engine is fixed for a
+ // particular audio endpoint device and represents the smallest processing
+ // quantum for the audio engine. This period plus the stream latency between
+ // the buffer and endpoint device represents the minimum possible latency
+ // that an audio application can achieve in shared mode.
+ REFERENCE_TIME default_device_period = 0;
+ REFERENCE_TIME minimum_device_period = 0;
+ HRESULT hr_dbg = audio_client_->GetDevicePeriod(&default_device_period,
+ &minimum_device_period);
+ if (SUCCEEDED(hr_dbg)) {
+ // Shared mode device period.
+ DVLOG(1) << "default device period: "
+ << static_cast<double>(default_device_period / 10000.0)
+ << " [ms]";
+ // Exclusive mode device period.
+ DVLOG(1) << "minimum device period: "
+ << static_cast<double>(minimum_device_period / 10000.0)
+ << " [ms]";
+ }
+
+ REFERENCE_TIME latency = 0;
+ hr_dbg = audio_client_->GetStreamLatency(&latency);
+ if (SUCCEEDED(hr_dbg)) {
+ DVLOG(1) << "stream latency: " << static_cast<double>(latency / 10000.0)
+ << " [ms]";
+ }
+#endif
+
+ // Set the event handle that the audio engine will signal each time
+ // a buffer becomes ready to be processed by the client.
+ hr = audio_client_->SetEventHandle(audio_samples_render_event_.Get());
+ if (FAILED(hr))
+ return hr;
+
+ // Get access to the IAudioRenderClient interface. This interface
+ // enables us to write output data to a rendering endpoint buffer.
+ // The methods in this interface manage the movement of data packets
+ // that contain audio-rendering data.
+ hr = audio_client_->GetService(__uuidof(IAudioRenderClient),
+ audio_render_client_.ReceiveVoid());
+ return hr;
+}
Property changes on: media\audio\win\audio_low_latency_output_win.cc
___________________________________________________________________
Added: svn:eol-style
+ LF
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