278 lines
8.6 KiB
C++
278 lines
8.6 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_AUDIOTRACK_H
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#define ANDROID_AUDIOTRACK_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <media/IAudioFlinger.h>
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#include <media/IAudioTrack.h>
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#include <media/AudioSystem.h>
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#include <utils/RefBase.h>
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#include <utils/Errors.h>
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#include <utils/IInterface.h>
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#include <utils/IMemory.h>
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#include <utils/threads.h>
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namespace android {
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// ----------------------------------------------------------------------------
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class audio_track_cblk_t;
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// ----------------------------------------------------------------------------
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class AudioTrack
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{
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public:
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enum stream_type {
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DEFAULT =-1,
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VOICE_CALL = 0,
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SYSTEM = 1,
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RING = 2,
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MUSIC = 3,
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ALARM = 4,
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NUM_STREAM_TYPES
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};
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enum channel_index {
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MONO = 0,
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LEFT = 0,
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RIGHT = 1
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};
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/* Create Buffer on the stack and pass it to obtainBuffer()
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* and releaseBuffer().
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*/
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class Buffer
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{
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public:
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enum {
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MUTE = 0x00000001
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};
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uint32_t flags;
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int channelCount;
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int format;
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size_t frameCount;
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size_t size;
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union {
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void* raw;
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short* i16;
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int8_t* i8;
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};
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};
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/* Returns AudioFlinger's frame count. AudioTrack's buffers will
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* be created with this size.
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*/
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static size_t frameCount();
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/* As a convenience, if a callback is supplied, a handler thread
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* is automatically created with the appropriate priority. This thread
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* invokes the callback when a new buffer becomes availlable.
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*/
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typedef void (*callback_t)(void* user, const Buffer& info);
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/* Constructs an uninitialized AudioTrack. No connection with
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* AudioFlinger takes place.
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*/
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AudioTrack();
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/* Creates an audio track and registers it with AudioFlinger.
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* Once created, the track needs to be started before it can be used.
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* Unspecified values are set to the audio hardware's current
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* values.
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*/
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AudioTrack( int streamType,
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uint32_t sampleRate = 0,
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int format = 0,
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int channelCount = 0,
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int bufferCount = 0,
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uint32_t flags = 0,
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callback_t cbf = 0, void* user = 0);
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/* Terminates the AudioTrack and unregisters it from AudioFlinger.
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* Also destroys all resources assotiated with the AudioTrack.
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*/
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~AudioTrack();
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/* Initialize an uninitialized AudioTrack. */
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status_t set(int streamType =-1,
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uint32_t sampleRate = 0,
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int format = 0,
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int channelCount = 0,
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int bufferCount = 0,
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uint32_t flags = 0,
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callback_t cbf = 0, void* user = 0);
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/* Result of constructing the AudioTrack. This must be checked
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* before using any AudioTrack API (except for set()), using
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* an uninitialized AudoiTrack prduces undefined results.
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*/
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status_t initCheck() const;
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/* Returns this track's latency in nanoseconds or framecount.
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* This only includes the latency due to the fill buffer size.
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* In particular, the hardware or driver latencies are not accounted.
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*/
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nsecs_t latency() const;
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/* getters, see constructor */
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int streamType() const;
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uint32_t sampleRate() const;
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int format() const;
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int channelCount() const;
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int bufferCount() const;
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/* After it's created the track is not active. Call start() to
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* make it active. If set, the callback will start being called.
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*/
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void start();
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/* Stop a track. If set, the callback will cease being called and
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* obtainBuffer returns STOPPED. Note that obtainBuffer() still works
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* and will fill up buffers until the pool is exhausted.
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*/
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void stop();
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bool stopped() const;
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/* flush a stopped track. All pending buffers are discarded.
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* This function has no effect if the track is not stoped.
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*/
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void flush();
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/* Pause a track. If set, the callback will cease being called and
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* obtainBuffer returns STOPPED. Note that obtainBuffer() still works
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* and will fill up buffers until the pool is exhausted.
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*/
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void pause();
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/* mute or unmutes this track.
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* While mutted, the callback, if set, is still called.
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*/
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void mute(bool);
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bool muted() const;
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/* set volume for this track, mostly used for games' sound effects
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*/
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void setVolume(float left, float right);
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void getVolume(float* left, float* right);
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/* set sample rate for this track, mostly used for games' sound effects
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*/
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void setSampleRate(int sampleRate);
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uint32_t getSampleRate();
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/* obtains a buffer of "frameCount" frames. The buffer must be
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* filled entirely. If the track is stopped, obtainBuffer() returns
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* STOPPED instead of NO_ERROR as long as there are buffers availlable,
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* at which point NO_MORE_BUFFERS is returned.
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* Buffers will be returned until the pool (buffercount())
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* is exhausted, at which point obtainBuffer() will either block
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* or return WOULD_BLOCK depending on the value of the "blocking"
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* parameter.
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*/
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enum {
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NO_MORE_BUFFERS = 0x80000001,
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STOPPED = 1
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};
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status_t obtainBuffer(Buffer* audioBuffer, bool blocking);
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void releaseBuffer(Buffer* audioBuffer);
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/* As a convenience we provide a write() interface to the audio buffer.
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* This is implemented on top of lockBuffer/unlockBuffer. For best
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* performance
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*
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*/
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ssize_t write(const void* buffer, size_t size);
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/*
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* Dumps the state of an audio track.
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*/
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status_t dump(int fd, const Vector<String16>& args) const;
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private:
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/* copying audio tracks is not allowed */
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AudioTrack(const AudioTrack& other);
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AudioTrack& operator = (const AudioTrack& other);
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/* a small internal class to handle the callback */
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class AudioTrackThread : public Thread
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{
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public:
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AudioTrackThread(AudioTrack& receiver);
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private:
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friend class AudioTrack;
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virtual bool threadLoop();
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virtual status_t readyToRun();
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virtual void onFirstRef();
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AudioTrack& mReceiver;
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Mutex mLock;
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};
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bool processAudioBuffer(const sp<AudioTrackThread>& thread);
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sp<IAudioFlinger> mAudioFlinger;
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sp<IAudioTrack> mAudioTrack;
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sp<IMemory> mCblkMemory;
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sp<AudioTrackThread> mAudioTrackThread;
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float mVolume[2];
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uint32_t mSampleRate;
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size_t mFrameCount;
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audio_track_cblk_t* mCblk;
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uint8_t mStreamType;
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uint8_t mFormat;
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uint8_t mBufferCount;
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uint8_t mChannelCount : 4;
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uint8_t mMuted : 1;
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uint8_t mReserved : 2;
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status_t mStatus;
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nsecs_t mLatency;
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volatile int32_t mActive;
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callback_t mCbf;
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void* mUserData;
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AudioTrack::Buffer mAudioBuffer;
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size_t mPosition;
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uint32_t mReservedFBC[4];
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};
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}; // namespace android
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#endif // ANDROID_AUDIOTRACK_H
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