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Unified Diff: media/audio/win/audio_low_latency_input_win.h

Issue 2144333002: MuteSource Audio During Full Screen Cast (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Run Git Cl Format Created 4 years, 5 months ago
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Index: media/audio/win/audio_low_latency_input_win.h
diff --git a/media/audio/win/audio_low_latency_input_win.h b/media/audio/win/audio_low_latency_input_win.h
index 2f718f91523b09cbbfe1ed58c7440825e16606e9..633531df278ee4e450b378bc4d58f363c59f1e88 100644
--- a/media/audio/win/audio_low_latency_input_win.h
+++ b/media/audio/win/audio_low_latency_input_win.h
@@ -1,215 +1,226 @@
-// Copyright (c) 2012 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 packet. As a result, data samples will be provided
-// 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.
-// - 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
-// WASAPIAudioInputStream::HardwareSampleRate() to retrieve the sample rate.
-// - Calling Close() also leads to self destruction.
-//
-// Core Audio API details:
-//
-// - 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.
-// - Audio applications that use the MMDevice API and WASAPI typically use
-// the ISimpleAudioVolume interface to manage stream volume levels on a
-// per-session basis. It is also possible to use of the IAudioEndpointVolume
-// interface to control the master volume level of an audio endpoint device.
-// This implementation is using the ISimpleAudioVolume interface.
-// MSDN states that "In rare cases, a specialized audio application might
-// require the use of the IAudioEndpointVolume".
-//
-#ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
-#define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
-
-#include <Audioclient.h>
-#include <MMDeviceAPI.h>
-#include <stddef.h>
-#include <stdint.h>
-
-#include <memory>
-#include <string>
-
-#include "base/compiler_specific.h"
-#include "base/macros.h"
-#include "base/threading/non_thread_safe.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/agc_audio_stream.h"
-#include "media/base/audio_parameters.h"
-#include "media/base/media_export.h"
-
-namespace media {
-
-class AudioBus;
-class AudioManagerWin;
-
-// AudioInputStream implementation using Windows Core Audio APIs.
-class MEDIA_EXPORT WASAPIAudioInputStream
- : public AgcAudioStream<AudioInputStream>,
- public base::DelegateSimpleThread::Delegate,
- NON_EXPORTED_BASE(public base::NonThreadSafe) {
- 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,
- const std::string& device_id);
-
- // The dtor is typically called by the AudioManager only and it is usually
- // triggered by calling AudioInputStream::Close().
- ~WASAPIAudioInputStream() override;
-
- // Implementation of AudioInputStream.
- bool Open() override;
- void Start(AudioInputCallback* callback) override;
- void Stop() override;
- void Close() override;
- double GetMaxVolume() override;
- void SetVolume(double volume) override;
- double GetVolume() override;
- bool IsMuted() override;
-
- bool started() const { return started_; }
-
- private:
- // DelegateSimpleThread::Delegate implementation.
- 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();
- HRESULT ActivateCaptureDevice();
- HRESULT GetAudioEngineStreamFormat();
- bool DesiredFormatIsSupported();
- HRESULT InitializeAudioEngine();
-
- // 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_;
-
- 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_;
-
- // Length of the audio endpoint buffer.
- uint32_t endpoint_buffer_size_frames_;
-
- // Contains the unique name of the selected endpoint device.
- // Note that AudioDeviceDescription::kDefaultDeviceId represents the default
- // device role and is not a valid ID as such.
- std::string device_id_;
-
- // 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_;
-
- // Windows Multimedia Device (MMDevice) API interfaces.
-
- // An IMMDevice interface which represents an audio endpoint device.
- base::win::ScopedComPtr<IMMDevice> endpoint_device_;
-
- // Windows Audio Session API (WASAPI) interfaces.
-
- // 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_;
-
- // Loopback IAudioClient doesn't support event-driven mode, so a separate
- // IAudioClient is needed to receive notifications when data is available in
- // the buffer. For loopback input |audio_client_| is used to receive data,
- // while |audio_render_client_for_loopback_| is used to get notifications
- // when a new buffer is ready. See comment in InitializeAudioEngine() for
- // details.
- base::win::ScopedComPtr<IAudioClient> audio_render_client_for_loopback_;
-
- // The IAudioCaptureClient interface enables a client to read input data
- // from a capture endpoint buffer.
- base::win::ScopedComPtr<IAudioCaptureClient> audio_capture_client_;
-
- // The ISimpleAudioVolume interface enables a client to control the
- // master volume level of an audio session.
- // The volume-level is a value in the range 0.0 to 1.0.
- // This interface does only work with shared-mode streams.
- base::win::ScopedComPtr<ISimpleAudioVolume> simple_audio_volume_;
-
- // 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_;
-
- // Extra audio bus used for storage of deinterleaved data for the OnData
- // callback.
- std::unique_ptr<media::AudioBus> audio_bus_;
-
- DISALLOW_COPY_AND_ASSIGN(WASAPIAudioInputStream);
-};
-
-} // namespace media
-
-#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
+// Copyright (c) 2012 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 packet. As a result, data samples will be provided
+// 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.
+// - 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
+// WASAPIAudioInputStream::HardwareSampleRate() to retrieve the sample rate.
+// - Calling Close() also leads to self destruction.
+//
+// Core Audio API details:
+//
+// - 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.
+// - Audio applications that use the MMDevice API and WASAPI typically use
+// the ISimpleAudioVolume interface to manage stream volume levels on a
+// per-session basis. It is also possible to use of the IAudioEndpointVolume
+// interface to control the master volume level of an audio endpoint device.
+// This implementation is using the ISimpleAudioVolume interface.
+// MSDN states that "In rare cases, a specialized audio application might
+// require the use of the IAudioEndpointVolume".
+//
+#ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
+#define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_
+
+#include <Audioclient.h>
+#include <MMDeviceAPI.h>
+#include <endpointvolume.h>
+#include <stddef.h>
+#include <stdint.h>
+
+#include <memory>
+#include <string>
+
+#include "base/compiler_specific.h"
+#include "base/macros.h"
+#include "base/threading/non_thread_safe.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/agc_audio_stream.h"
+#include "media/base/audio_parameters.h"
+#include "media/base/media_export.h"
+
+namespace media {
+
+class AudioBus;
+class AudioManagerWin;
+
+// AudioInputStream implementation using Windows Core Audio APIs.
+class MEDIA_EXPORT WASAPIAudioInputStream
+ : public AgcAudioStream<AudioInputStream>,
+ public base::DelegateSimpleThread::Delegate,
+ NON_EXPORTED_BASE(public base::NonThreadSafe) {
+ 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,
+ const std::string& device_id);
+
+ // The dtor is typically called by the AudioManager only and it is usually
+ // triggered by calling AudioInputStream::Close().
+ ~WASAPIAudioInputStream() override;
+
+ // Implementation of AudioInputStream.
+ bool Open() override;
+ void Start(AudioInputCallback* callback) override;
+ void Stop() override;
+ void Close() override;
+ double GetMaxVolume() override;
+ void SetVolume(double volume) override;
+ double GetVolume() override;
+ bool IsMuted() override;
+
+ bool started() const { return started_; }
+
+ private:
+ // DelegateSimpleThread::Delegate implementation.
+ 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();
+ HRESULT ActivateCaptureDevice();
+ HRESULT GetAudioEngineStreamFormat();
+ bool DesiredFormatIsSupported();
+ HRESULT InitializeAudioEngine();
+
+ // 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_;
+
+ 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_;
+
+ // Length of the audio endpoint buffer.
+ uint32_t endpoint_buffer_size_frames_;
+
+ // Contains the unique name of the selected endpoint device.
+ // Note that AudioDeviceDescription::kDefaultDeviceId represents the default
+ // device role and is not a valid ID as such.
+ std::string device_id_;
+
+ // 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_;
+
+ // Windows Multimedia Device (MMDevice) API interfaces.
+
+ // An IMMDevice interface which represents an audio endpoint device.
+ base::win::ScopedComPtr<IMMDevice> endpoint_device_;
+
+ // Windows Audio Session API (WASAPI) interfaces.
+
+ // 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_;
+
+ // Loopback IAudioClient doesn't support event-driven mode, so a separate
+ // IAudioClient is needed to receive notifications when data is available in
+ // the buffer. For loopback input |audio_client_| is used to receive data,
+ // while |audio_render_client_for_loopback_| is used to get notifications
+ // when a new buffer is ready. See comment in InitializeAudioEngine() for
+ // details.
+ base::win::ScopedComPtr<IAudioClient> audio_render_client_for_loopback_;
+
+ // The IAudioCaptureClient interface enables a client to read input data
+ // from a capture endpoint buffer.
+ base::win::ScopedComPtr<IAudioCaptureClient> audio_capture_client_;
+
+ // The ISimpleAudioVolume interface enables a client to control the
+ // master volume level of an audio session.
+ // The volume-level is a value in the range 0.0 to 1.0.
+ // This interface does only work with shared-mode streams.
+ base::win::ScopedComPtr<ISimpleAudioVolume> simple_audio_volume_;
+
+ // The IAudioEndpointVolume allows a client to control the volume level of
+ // the whole system.
+ base::win::ScopedComPtr<IAudioEndpointVolume> system_audio_volume_;
+
+ // 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_;
+
+ // Extra audio bus used for storage of deinterleaved data for the OnData
+ // callback.
+ std::unique_ptr<media::AudioBus> audio_bus_;
+
+ // Never set it through external API. Only used when |device_id_| ==
+ // kLoopbackWithMuteDeviceId.
+ // True, if we have muted the system audio for the stream capturing, and
+ // indicate we need to unmute the system audio when stopping capturing.
henrika (OOO until Aug 14) 2016/07/26 10:04:25 ..and indicates that we need to...
qiangchen 2016/07/26 16:53:02 Done.
+ bool mute_done_;
+
+ DISALLOW_COPY_AND_ASSIGN(WASAPIAudioInputStream);
+};
+
+} // namespace media
+
+#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_INPUT_WIN_H_

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