Current AudioTrack implementation enforces that the requested audio
buffer size is at least corresponding the audio latency.
This requirement is too strong and leads to problems with current
stagefright and AudioSink implementations when playing over output
streams with long latency.
Ultimately, the AudioSink design should be changed to specify a minimum
buffer size in time or frames units but not in buffer count units.
Change-Id: I8ba603956f92ac49143a8249572665aa548f2f0f
prctl(PR_SET_NAME) limits to 15 characters. Before we had names like
"Binder Thread #" and the counter was cut off :-( Also remove redundant
"thread" at end of name; it's always a thread.
Change-Id: I1f99c2730ba0787ed9b59c15914356cddf698e2f
Bring in changes to audio flinger made to support timed audio tracks
and HW master volume control.
Change-Id: Ide52d48809bdbed13acf35fd59b24637e35064ae
Signed-off-by: John Grossman <johngro@google.com>
The client callback threads had mutexes called AudioTrackThread::mLock
and ClientRecordThread::mLock. These mutexes were only used by start()
and stop(), and were unused by the thread itself. But start() and
stop() already have their own protection provided by AudioTrack::mLock
and AudioRecord::mLock. So the thread mutexes can be removed.
Change-Id: I098406d381645d77fba06a15511e179a327848ef
Always read and write track volumes atomically. In most places this was
already being done, but there were a couple places where the left and
right channels were read independently.
Changed constant MAX_GAIN_INT to be a uint32_t instead of a float.
It is always used as a uint32_t in comparisons and assignments.
Use MAX_GAIN_INT in more places.
Now that volume is always accessed atomically, removed the union
and alias for uint16_t volume[2], and kept only volumeLR.
Removed volatile as it's meaningless.
In AudioFlinger, clamp the track volumes read from shared memory
before applying master and stream volume.
Change-Id: If65e2b27e5bc3db5bf75540479843041b58433f0
Add an API to control block for getting/setting send level.
This allow us to make the mSendLevel field private.
Document the lack of barriers.
Use 0.0f to initialize floating-point values (for doc only).
Change-Id: I59f83b00adeb89eeee227e7648625d9a835be7a4
except in the control block, where we don't have room.
In AudioFlinger::ThreadBase::TrackBase::getBuffer,
read the frame size from control block only once.
Change-Id: Id6c4bccd4ed3e07d91df6bbea43bae45524f9f4e
At native level it was a mixture of audio_stream_type_t, int, uint32_t,
and uint8_t. Java is still int. Also fixed a couple of hard-coded -1
instead of AUDIO_STREAM_DEFAULT, and in startToneCommand a hard-coded 0
instead of AUDIO_STREAM_VOICE_CALL.
Change-Id: Ia33bfd70edca8c2daec9052984b369cd8eee2a83
Was int, uint32_t, uint16_t, and uint8_t with 2-bit bitfield.
Also replace 0 by AUDIO_FORMAT_DEFAULT and replace 1 by
AUDIO_FORMAT_PCM_16_BIT.
Change-Id: Ia8804f53f1725669e368857d5bb2044917e17975
mActive is protected by mLock; volatile is meaningless on SMP.
Fixed a couple of places where mActive was accessed without a lock:
- stopped()
- processAudioBuffer()
Added stopped_l() for cases where we already hold the lock.
Made mActive a bool not int.
Moved down a lock in setPosition that was being acquired too early.
Change-Id: I73ff368e991c0db9f9472df0b3f96fd33fcc7311
Several source files privately defined macros LIKELY and UNLIKELY in terms
of __builtin_expect. But <cutils/compiler.h> already has CC_LIKELY and
CC_UNLIKELY which are intended for this purpose. So rename the private
uses to use the standard names.
In addition, AudioFlinger was relying on the macro expanding to extra ( ).
Change-Id: I2494e087a0c0cac0ac998335f5e9c8ad02955873
On AudioTrack and AudioRecord stop or failed start, restore the priority
and cgroup of the caller to their previous values, rather than forcing
to NORMAL. Dependent on new thread APIs.
Also fixes bug where priority was set to AUDIO but cgroup not set.
Change-Id: Ib83893918fb4fdf57c6b87884b51038997a631d8
Fixed problem in AudioTrack::restoreTrack_l() causing a permanent
failure if the IAudioTrack interface to AudioFlinger could not be
restored at the first attempt.
Change-Id: I039d4fe2dca8d3baf71f1a6c51119f27a67b6611
Do not force wake up the AudioTrack thread every 10ms if no timed
events (loop, markers..) have to be processed.
This will help reduce power consumption.
Change-Id: Icb425b13800690008dd07c27ffac84739e3dbba3
The problem occurs when activating or deactivating A2DP connection
while SoudPool has a channel active. This can happen quite frequently now
that the UI sound effects are enabled by default.
If PCM data is remaining in the AudioTrack buffer when it is restroyed and
re-created on the new AudioFlinger output thread, this data is flushed.
As a consequence, no underrun or request for new data callback is sent to
SoundPool and the sound channel remains active for ever as the end of the
sample is never detected.
Change-Id: I13e0c11e4ce3f83bff7f58d347ca814b6a86712b
When the A2DP headset is connected, there is a possible
race condition when the audio tracks are moved from
the mixer thread attached to the speaker output to the thread
attached to A2DP output.
As the request to clear the stream type to output mapping cache in
the client process is asynchronous, it is possible that the flag
indicating to the client audio track to re-create the IAudioTrack
on the new thread is processed before the cache is invalidated.
In this case, the track will be attached to the old thread and
music will continue playing over the device speaker instead of being
redirected to A2DP headset.
Change-Id: Ib2ce1eb5320eaff83287b93779061bf4e7a330df
AudioTrack::stop() is not synchronous, so a stop() followed
by flush(), which is synchronous, will not always report
a playhead position of 0 after being called.
This CL adds a flag to mark a track as flushed, and report the
correct playhead position in this state.
Bug 5217011 has been created to address the real issue in the
future, where flush could be made synchronous, to properly
address bug 4364249.
Change-Id: Icf989d41a6bcd5985bb87764c287f3edb7e26d12
Don't remove effects until the session they are in goes away or all
AudioEffects have been explicitly released. This allows the control
panel process to die without stopping the effects.
Change-Id: I4496e5df080230ca1af149dec95c1309ab8ea888