Chromium Code Reviews| Index: media/audio/win/audio_low_latency_output_win.h |
| =================================================================== |
| --- media/audio/win/audio_low_latency_output_win.h (revision 0) |
| +++ media/audio/win/audio_low_latency_output_win.h (revision 0) |
| @@ -0,0 +1,200 @@ |
| +// 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 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. |
| +// - Initial tests on Windows 7 shows that this implementation results in a |
| +// latency of approximately 35 ms if the selected packet size is less than |
| +// or equal to 20 ms. Using a packet size of 10 ms does not result in a |
| +// lower latency but only affects the size of the data buffer in each |
| +// OnMoreData() callback. |
| +// - 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). |
| +// - Note that, if the user selects a packet size of e.g. 100 ms, the total |
| +// delay will be approximately 115 ms (10 + 5 + 100). |
| +// |
| +// 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 It is recommended to call all APIs from the same thread as well. |
| +// - 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 |
| +// WASAPIAudioOutputStream::HardwareSampleRate() to retrieve the sample rate. |
| +// - Calling Close() also leads to self destruction. |
| +// |
| +// 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). CHECK() is called to ensure that we crash if |
| +// CoInitializeEx(MTA) fails. |
| +// - 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. |
| +// |
| +#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 "base/compiler_specific.h" |
| +#include "base/threading/platform_thread.h" |
| +#include "base/threading/simple_thread.h" |
| +#include "base/win/scoped_co_mem.h" |
| +#include "base/win/scoped_com_initializer.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" |
| +#include "media/base/media_export.h" |
| + |
| +class AudioManagerWin; |
| + |
| +// 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 AudioParameters& params, |
| + ERole device_role); |
| + // The dtor is typically called by the AudioManager only and it is usually |
| + // triggered by calling AudioOutputStream::Close(). |
| + virtual ~WASAPIAudioOutputStream(); |
| + |
| + // Implementation of AudioOutputStream. |
| + virtual bool Open() OVERRIDE; |
| + virtual void Start(AudioSourceCallback* callback) OVERRIDE; |
| + virtual void Stop() OVERRIDE; |
| + virtual void Close() OVERRIDE; |
| + virtual void SetVolume(double volume) OVERRIDE; |
| + virtual void GetVolume(double* volume) OVERRIDE; |
| + |
| + // Retrieves 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 SetRenderDevice(ERole device_role); |
| + HRESULT ActivateRenderDevice(); |
| + HRESULT GetAudioEngineStreamFormat(); |
| + bool DesiredFormatIsSupported(); |
| + HRESULT InitializeAudioEngine(); |
| + |
| + // Initializes the COM library for use by the calling thread and sets the |
| + // thread's concurrency model to multi-threaded. |
| + base::win::ScopedCOMInitializer com_init_; |
| + |
| + // Our creator, the audio manager needs to be notified when we close. |
| + AudioManagerWin* manager_; |
| + |
| + // Rendering is driven by this thread (which has no message loop). |
| + // All OnMoreData() callbacks will be called from this thread. |
| + base::DelegateSimpleThread* render_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_|. |
| + base::win::ScopedCoMem<WAVEFORMATEX> audio_engine_mix_format_; |
| + |
| + bool opened_; |
| + bool started_; |
| + |
| + // Volume level from 0 to 1. |
| + float volume_; |
| + |
| + // 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 source is expected to deliver |
| + // in each OnMoreData() 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. |
| + 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_; |
| + |
| + // Counts the number of audio frames written to the endpoint buffer. |
| + UINT64 num_written_frames_; |
|
Raymond Toy (Google)
2011/11/03 22:49:56
No problem here, but I was just wondering if you r
henrika (OOO until Aug 14)
2011/11/04 11:26:15
Simply want to avoid wrapping even for very long a
|
| + |
| + // Pointer to the client that will deliver audio samples to be played out. |
| + AudioSourceCallback* source_; |
| + |
| + // 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 IAudioRenderClient interface enables a client to write output |
| + // data to a rendering endpoint buffer. |
| + base::win::ScopedComPtr<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_; |
| + |
| + DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream); |
| +}; |
| + |
| +#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ |
| Property changes on: media\audio\win\audio_low_latency_output_win.h |
| ___________________________________________________________________ |
| Added: svn:eol-style |
| + LF |