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Side by Side Diff: media/audio/audio_io.h

Issue 11568021: Merge 169553 (Closed) Base URL: svn://svn.chromium.org/chrome/branches/1312/src/
Patch Set: Created 8 years ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef MEDIA_AUDIO_AUDIO_IO_H_ 5 #ifndef MEDIA_AUDIO_AUDIO_IO_H_
6 #define MEDIA_AUDIO_AUDIO_IO_H_ 6 #define MEDIA_AUDIO_AUDIO_IO_H_
7 7
8 #include "base/basictypes.h" 8 #include "base/basictypes.h"
9 #include "media/audio/audio_buffers_state.h" 9 #include "media/audio/audio_buffers_state.h"
10 #include "media/base/audio_bus.h" 10 #include "media/base/audio_bus.h"
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67 AudioBus* dest, 67 AudioBus* dest,
68 AudioBuffersState buffers_state) = 0; 68 AudioBuffersState buffers_state) = 0;
69 69
70 // There was an error while playing a buffer. Audio source cannot be 70 // There was an error while playing a buffer. Audio source cannot be
71 // destroyed yet. No direct action needed by the AudioStream, but it is 71 // destroyed yet. No direct action needed by the AudioStream, but it is
72 // a good place to stop accumulating sound data since is is likely that 72 // a good place to stop accumulating sound data since is is likely that
73 // playback will not continue. |code| is an error code that is platform 73 // playback will not continue. |code| is an error code that is platform
74 // specific. 74 // specific.
75 virtual void OnError(AudioOutputStream* stream, int code) = 0; 75 virtual void OnError(AudioOutputStream* stream, int code) = 0;
76 76
77 // Waits till data becomes available. Used when buffering data starting 77 // Deprecated. DO NOT USE. Waits until data becomes available. Used only
78 // new audio stream. 78 // by Windows' WaveOut clients which may be extremely laggy. Will yield the
79 // Polling is not the best approach, but incorporating messaging loop 79 // current thread until the renderer client has written its audio data or
80 // with delayed tasks into guts of complex code is even worse, as it is 80 // 1.5 seconds have elapsed.
81 // very error-prone. We cannot easily add synchronization, interface is
82 // already cut in stone because of need of backward compatibility with
83 // plugins. In any case, data is usually immediately available,
84 // so there would be no delay.
85 virtual void WaitTillDataReady() {} 81 virtual void WaitTillDataReady() {}
86 82
87 protected: 83 protected:
88 virtual ~AudioSourceCallback() {} 84 virtual ~AudioSourceCallback() {}
89 }; 85 };
90 86
91 virtual ~AudioOutputStream() {} 87 virtual ~AudioOutputStream() {}
92 88
93 // Open the stream. false is returned if the stream cannot be opened. 89 // Open the stream. false is returned if the stream cannot be opened.
94 virtual bool Open() = 0; 90 virtual bool Open() = 0;
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174 // Sets the Automatic Gain Control (AGC) state. 170 // Sets the Automatic Gain Control (AGC) state.
175 virtual void SetAutomaticGainControl(bool enabled) = 0; 171 virtual void SetAutomaticGainControl(bool enabled) = 0;
176 172
177 // Returns the Automatic Gain Control (AGC) state. 173 // Returns the Automatic Gain Control (AGC) state.
178 virtual bool GetAutomaticGainControl() = 0; 174 virtual bool GetAutomaticGainControl() = 0;
179 }; 175 };
180 176
181 } // namespace media 177 } // namespace media
182 178
183 #endif // MEDIA_AUDIO_AUDIO_IO_H_ 179 #endif // MEDIA_AUDIO_AUDIO_IO_H_
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