diff options
author | dalecurtis@google.com <dalecurtis@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-10-17 03:35:42 +0000 |
---|---|---|
committer | dalecurtis@google.com <dalecurtis@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-10-17 03:35:42 +0000 |
commit | 615c7d7124a223fff7bae9a1e43404426013266b (patch) | |
tree | e2bb06fcc10c82834f001a9064c9c2dc745216c1 /media/audio/win/audio_low_latency_output_win.h | |
parent | 4ad67c653f9f16125f0fcac759eba48d7bc9bee4 (diff) | |
download | chromium_src-615c7d7124a223fff7bae9a1e43404426013266b.zip chromium_src-615c7d7124a223fff7bae9a1e43404426013266b.tar.gz chromium_src-615c7d7124a223fff7bae9a1e43404426013266b.tar.bz2 |
Fix CRLF line endings.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@162310 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'media/audio/win/audio_low_latency_output_win.h')
-rw-r--r-- | media/audio/win/audio_low_latency_output_win.h | 786 |
1 files changed, 393 insertions, 393 deletions
diff --git a/media/audio/win/audio_low_latency_output_win.h b/media/audio/win/audio_low_latency_output_win.h index ad7ab38..fed11e5 100644 --- a/media/audio/win/audio_low_latency_output_win.h +++ b/media/audio/win/audio_low_latency_output_win.h @@ -1,393 +1,393 @@ -// 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 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).
-// - Supports device events using the IMMNotificationClient Interface. If
-// streaming has started, a so-called stream switch will take place in the
-// following situations:
-// o The user enables or disables an audio endpoint device from Device
-// Manager or from the Windows multimedia control panel, Mmsys.cpl.
-// o The user adds an audio adapter to the system or removes an audio
-// adapter from the system.
-// o The user plugs an audio endpoint device into an audio jack with
-// jack-presence detection, or removes an audio endpoint device from
-// such a jack.
-// o The user changes the device role that is assigned to a device.
-// o The value of a property of a device changes.
-// Practical/typical example: A user has two audio devices A and B where
-// A is a built-in device configured as Default Communication and B is a
-// USB device set as Default device. Audio rendering starts and audio is
-// played through the device B since the eConsole role is used by the audio
-// manager in Chrome today. If the user now removes the USB device (B), it
-// will be detected and device A will instead be defined as the new default
-// device. Rendering will automatically stop, all resources will be released
-// and a new session will be initialized and started using device A instead.
-// The net effect for the user is that audio will automatically switch from
-// device B to device A. Same thing will happen if the user now re-inserts
-// the USB device again.
-//
-// 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 All APIs must be called from the creating 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.
-// - Stream switching is not supported if the user shifts the audio device
-// after Open() is called but before Start() has been called.
-// - Stream switching can fail if streaming starts on one device with a
-// supported format (X) and the new default device - to which we would like
-// to switch - uses another format (Y), which is not supported given the
-// configured audio parameters.
-// - The audio device is always opened with the same number of channels as
-// it supports natively (see HardwareChannelCount()). Channel up-mixing will
-// take place if the |params| parameter in the constructor contains a lower
-// number of channels than the number of native channels. As an example: if
-// the clients provides a channel count of 2 and a 7.1 headset is detected,
-// then 2 -> 7.1 up-mixing will take place for each OnMoreData() callback.
-// - Channel down-mixing is currently not supported. It is possible to create
-// an instance for this case but calls to Open() will fail.
-// - Support for 8-bit audio has not yet been verified and tested.
-// - Open() will fail if channel up-mixing is done for 8-bit audio.
-// - Supported channel up-mixing cases (client config -> endpoint config):
-// o 1 -> 2
-// o 1 -> 7.1
-// o 2 -> 5.1
-// o 2 -> 7.1
-//
-// Core Audio API details:
-//
-// - The public API methods (Open(), Start(), Stop() and Close()) must be
-// called on constructing thread. The reason is that we want to ensure that
-// the COM environment is the same for all API implementations.
-// - 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.
-// - The actual stream-switch is executed on the audio-render thread but it
-// is triggered by an internal MMDevice thread using callback methods
-// in the IMMNotificationClient interface.
-//
-// Threading details:
-//
-// - It is assumed that this class is created on the audio thread owned
-// by the AudioManager.
-// - It is a requirement to call the following methods on the same audio
-// thread: Open(), Start(), Stop(), and Close().
-// - Audio rendering is performed on the audio render thread, owned by this
-// class, and the AudioSourceCallback::OnMoreData() method will be called
-// from this thread. Stream switching also takes place on the audio-render
-// thread.
-// - All callback methods from the IMMNotificationClient interface will be
-// called on a Windows-internal MMDevice thread.
-//
-// Experimental exclusive mode:
-//
-// - It is possible to open up a stream in exclusive mode by using the
-// --enable-exclusive-audio command line flag.
-// - The internal buffering scheme is less flexible for exclusive streams.
-// Hence, some manual tuning will be required before deciding what frame
-// size to use. See the WinAudioOutputTest unit test for more details.
-// - If an application opens a stream in exclusive mode, the application has
-// exclusive use of the audio endpoint device that plays the stream.
-// - Exclusive-mode should only be utilized when the lowest possible latency
-// is important.
-// - In exclusive mode, the client can choose to open the stream in any audio
-// format that the endpoint device supports, i.e. not limited to the device's
-// current (default) configuration.
-// - Initial measurements on Windows 7 (HP Z600 workstation) have shown that
-// the lowest possible latencies we can achieve on this machine are:
-// o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer.
-// o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer.
-// - See http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx
-// 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 <audiopolicy.h>
-#include <MMDeviceAPI.h>
-
-#include <string>
-
-#include "base/compiler_specific.h"
-#include "base/gtest_prod_util.h"
-#include "base/memory/scoped_ptr.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"
-
-namespace media {
-
-class AudioManagerWin;
-
-// AudioOutputStream implementation using Windows Core Audio APIs.
-// The IMMNotificationClient interface enables device event notifications
-// related to changes in the status of an audio endpoint device.
-class MEDIA_EXPORT WASAPIAudioOutputStream
- : public IMMNotificationClient,
- 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 number of channels the audio engine uses for its internal
- // processing/mixing of shared-mode streams for the default endpoint device.
- static int HardwareChannelCount();
-
- // Retrieves the channel layout the audio engine uses for its internal
- // processing/mixing of shared-mode streams for the default endpoint device.
- // Note that we convert an internal channel layout mask (see ChannelMask())
- // into a Chrome-specific channel layout enumerator in this method, hence
- // the match might not be perfect.
- static ChannelLayout HardwareChannelLayout();
-
- // Retrieves the sample rate the audio engine uses for its internal
- // processing/mixing of shared-mode streams for the default endpoint device.
- static int HardwareSampleRate(ERole device_role);
-
- // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used
- // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default).
- static AUDCLNT_SHAREMODE GetShareMode();
-
- bool started() const { return render_thread_.get() != NULL; }
-
- private:
- FRIEND_TEST_ALL_PREFIXES(WASAPIAudioOutputStreamTest, HardwareChannelCount);
-
- // Implementation of IUnknown (trivial in this case). See
- // msdn.microsoft.com/en-us/library/windows/desktop/dd371403(v=vs.85).aspx
- // for details regarding why proper implementations of AddRef(), Release()
- // and QueryInterface() are not needed here.
- STDMETHOD_(ULONG, AddRef)();
- STDMETHOD_(ULONG, Release)();
- STDMETHOD(QueryInterface)(REFIID iid, void** object);
-
- // Implementation of the abstract interface IMMNotificationClient.
- // Provides notifications when an audio endpoint device is added or removed,
- // when the state or properties of a device change, or when there is a
- // change in the default role assigned to a device. See
- // msdn.microsoft.com/en-us/library/windows/desktop/dd371417(v=vs.85).aspx
- // for more details about the IMMNotificationClient interface.
-
- // The default audio endpoint device for a particular role has changed.
- // This method is only used for diagnostic purposes.
- STDMETHOD(OnDeviceStateChanged)(LPCWSTR device_id, DWORD new_state);
-
- // Indicates that the state of an audio endpoint device has changed.
- STDMETHOD(OnDefaultDeviceChanged)(EDataFlow flow, ERole role,
- LPCWSTR new_default_device_id);
-
- // These IMMNotificationClient methods are currently not utilized.
- STDMETHOD(OnDeviceAdded)(LPCWSTR device_id) { return S_OK; }
- STDMETHOD(OnDeviceRemoved)(LPCWSTR device_id) { return S_OK; }
- STDMETHOD(OnPropertyValueChanged)(LPCWSTR device_id,
- const PROPERTYKEY key) {
- return S_OK;
- }
-
- // 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();
- HRESULT ActivateRenderDevice();
- bool DesiredFormatIsSupported();
- HRESULT InitializeAudioEngine();
-
- // Called when the device will be opened in shared mode and use the
- // internal audio engine's mix format.
- HRESULT SharedModeInitialization();
-
- // Called when the device will be opened in exclusive mode and use the
- // application specified format.
- HRESULT ExclusiveModeInitialization();
-
- // Converts unique endpoint ID to user-friendly device name.
- std::string GetDeviceName(LPCWSTR device_id) const;
-
- // Called on the audio render thread when the current audio stream must
- // be re-initialized because the default audio device has changed. This
- // method: stops the current renderer, releases and re-creates all WASAPI
- // interfaces, creates a new IMMDevice and re-starts rendering using the
- // new default audio device.
- bool RestartRenderingUsingNewDefaultDevice();
-
- // Returns the number of channels the audio engine uses for its internal
- // processing/mixing of shared-mode streams for the default endpoint device.
- int endpoint_channel_count() { return format_.Format.nChannels; }
-
- // The ratio between the the number of native audio channels used by the
- // audio device and the number of audio channels from the client.
- double channel_factor() const {
- return (format_.Format.nChannels / static_cast<double> (
- client_channel_count_));
- }
-
- // Contains the thread ID of the creating thread.
- base::PlatformThreadId creating_thread_id_;
-
- // 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.
- scoped_ptr<base::DelegateSimpleThread> render_thread_;
-
- // Contains the desired audio format which is set up at construction.
- // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE.
- // Use this for multiple channel and hi-resolution PCM data.
- WAVEFORMATPCMEX 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<WAVEFORMATPCMEX> audio_engine_mix_format_;
-
- bool opened_;
-
- // Set to true as soon as a new default device is detected, and cleared when
- // the streaming has switched from using the old device to the new device.
- // All additional device detections during an active state are ignored to
- // ensure that the ongoing switch can finalize without disruptions.
- bool restart_rendering_mode_;
-
- // 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_;
-
- // The sharing mode for the connection.
- // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE
- // where AUDCLNT_SHAREMODE_SHARED is the default.
- AUDCLNT_SHAREMODE share_mode_;
-
- // The channel count set by the client in |params| which is provided to the
- // constructor. The client must feed the AudioSourceCallback::OnMoreData()
- // callback with PCM-data that contains this number of channels.
- int client_channel_count_;
-
- // Counts the number of audio frames written to the endpoint buffer.
- UINT64 num_written_frames_;
-
- // Pointer to the client that will deliver audio samples to be played out.
- AudioSourceCallback* source_;
-
- // An IMMDeviceEnumerator interface which represents a device enumerator.
- base::win::ScopedComPtr<IMMDeviceEnumerator> device_enumerator_;
-
- // 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_;
-
- // This event will be signaled when stream switching shall take place.
- base::win::ScopedHandle stream_switch_event_;
-
- // Container for retrieving data from AudioSourceCallback::OnMoreData().
- scoped_ptr<AudioBus> audio_bus_;
-
- DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream);
-};
-
-} // namespace media
-
-#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_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 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). +// - Supports device events using the IMMNotificationClient Interface. If +// streaming has started, a so-called stream switch will take place in the +// following situations: +// o The user enables or disables an audio endpoint device from Device +// Manager or from the Windows multimedia control panel, Mmsys.cpl. +// o The user adds an audio adapter to the system or removes an audio +// adapter from the system. +// o The user plugs an audio endpoint device into an audio jack with +// jack-presence detection, or removes an audio endpoint device from +// such a jack. +// o The user changes the device role that is assigned to a device. +// o The value of a property of a device changes. +// Practical/typical example: A user has two audio devices A and B where +// A is a built-in device configured as Default Communication and B is a +// USB device set as Default device. Audio rendering starts and audio is +// played through the device B since the eConsole role is used by the audio +// manager in Chrome today. If the user now removes the USB device (B), it +// will be detected and device A will instead be defined as the new default +// device. Rendering will automatically stop, all resources will be released +// and a new session will be initialized and started using device A instead. +// The net effect for the user is that audio will automatically switch from +// device B to device A. Same thing will happen if the user now re-inserts +// the USB device again. +// +// 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 All APIs must be called from the creating 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. +// - Stream switching is not supported if the user shifts the audio device +// after Open() is called but before Start() has been called. +// - Stream switching can fail if streaming starts on one device with a +// supported format (X) and the new default device - to which we would like +// to switch - uses another format (Y), which is not supported given the +// configured audio parameters. +// - The audio device is always opened with the same number of channels as +// it supports natively (see HardwareChannelCount()). Channel up-mixing will +// take place if the |params| parameter in the constructor contains a lower +// number of channels than the number of native channels. As an example: if +// the clients provides a channel count of 2 and a 7.1 headset is detected, +// then 2 -> 7.1 up-mixing will take place for each OnMoreData() callback. +// - Channel down-mixing is currently not supported. It is possible to create +// an instance for this case but calls to Open() will fail. +// - Support for 8-bit audio has not yet been verified and tested. +// - Open() will fail if channel up-mixing is done for 8-bit audio. +// - Supported channel up-mixing cases (client config -> endpoint config): +// o 1 -> 2 +// o 1 -> 7.1 +// o 2 -> 5.1 +// o 2 -> 7.1 +// +// Core Audio API details: +// +// - The public API methods (Open(), Start(), Stop() and Close()) must be +// called on constructing thread. The reason is that we want to ensure that +// the COM environment is the same for all API implementations. +// - 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. +// - The actual stream-switch is executed on the audio-render thread but it +// is triggered by an internal MMDevice thread using callback methods +// in the IMMNotificationClient interface. +// +// Threading details: +// +// - It is assumed that this class is created on the audio thread owned +// by the AudioManager. +// - It is a requirement to call the following methods on the same audio +// thread: Open(), Start(), Stop(), and Close(). +// - Audio rendering is performed on the audio render thread, owned by this +// class, and the AudioSourceCallback::OnMoreData() method will be called +// from this thread. Stream switching also takes place on the audio-render +// thread. +// - All callback methods from the IMMNotificationClient interface will be +// called on a Windows-internal MMDevice thread. +// +// Experimental exclusive mode: +// +// - It is possible to open up a stream in exclusive mode by using the +// --enable-exclusive-audio command line flag. +// - The internal buffering scheme is less flexible for exclusive streams. +// Hence, some manual tuning will be required before deciding what frame +// size to use. See the WinAudioOutputTest unit test for more details. +// - If an application opens a stream in exclusive mode, the application has +// exclusive use of the audio endpoint device that plays the stream. +// - Exclusive-mode should only be utilized when the lowest possible latency +// is important. +// - In exclusive mode, the client can choose to open the stream in any audio +// format that the endpoint device supports, i.e. not limited to the device's +// current (default) configuration. +// - Initial measurements on Windows 7 (HP Z600 workstation) have shown that +// the lowest possible latencies we can achieve on this machine are: +// o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer. +// o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer. +// - See http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx +// 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 <audiopolicy.h> +#include <MMDeviceAPI.h> + +#include <string> + +#include "base/compiler_specific.h" +#include "base/gtest_prod_util.h" +#include "base/memory/scoped_ptr.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" + +namespace media { + +class AudioManagerWin; + +// AudioOutputStream implementation using Windows Core Audio APIs. +// The IMMNotificationClient interface enables device event notifications +// related to changes in the status of an audio endpoint device. +class MEDIA_EXPORT WASAPIAudioOutputStream + : public IMMNotificationClient, + 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 number of channels the audio engine uses for its internal + // processing/mixing of shared-mode streams for the default endpoint device. + static int HardwareChannelCount(); + + // Retrieves the channel layout the audio engine uses for its internal + // processing/mixing of shared-mode streams for the default endpoint device. + // Note that we convert an internal channel layout mask (see ChannelMask()) + // into a Chrome-specific channel layout enumerator in this method, hence + // the match might not be perfect. + static ChannelLayout HardwareChannelLayout(); + + // Retrieves the sample rate the audio engine uses for its internal + // processing/mixing of shared-mode streams for the default endpoint device. + static int HardwareSampleRate(ERole device_role); + + // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used + // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default). + static AUDCLNT_SHAREMODE GetShareMode(); + + bool started() const { return render_thread_.get() != NULL; } + + private: + FRIEND_TEST_ALL_PREFIXES(WASAPIAudioOutputStreamTest, HardwareChannelCount); + + // Implementation of IUnknown (trivial in this case). See + // msdn.microsoft.com/en-us/library/windows/desktop/dd371403(v=vs.85).aspx + // for details regarding why proper implementations of AddRef(), Release() + // and QueryInterface() are not needed here. + STDMETHOD_(ULONG, AddRef)(); + STDMETHOD_(ULONG, Release)(); + STDMETHOD(QueryInterface)(REFIID iid, void** object); + + // Implementation of the abstract interface IMMNotificationClient. + // Provides notifications when an audio endpoint device is added or removed, + // when the state or properties of a device change, or when there is a + // change in the default role assigned to a device. See + // msdn.microsoft.com/en-us/library/windows/desktop/dd371417(v=vs.85).aspx + // for more details about the IMMNotificationClient interface. + + // The default audio endpoint device for a particular role has changed. + // This method is only used for diagnostic purposes. + STDMETHOD(OnDeviceStateChanged)(LPCWSTR device_id, DWORD new_state); + + // Indicates that the state of an audio endpoint device has changed. + STDMETHOD(OnDefaultDeviceChanged)(EDataFlow flow, ERole role, + LPCWSTR new_default_device_id); + + // These IMMNotificationClient methods are currently not utilized. + STDMETHOD(OnDeviceAdded)(LPCWSTR device_id) { return S_OK; } + STDMETHOD(OnDeviceRemoved)(LPCWSTR device_id) { return S_OK; } + STDMETHOD(OnPropertyValueChanged)(LPCWSTR device_id, + const PROPERTYKEY key) { + return S_OK; + } + + // 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(); + HRESULT ActivateRenderDevice(); + bool DesiredFormatIsSupported(); + HRESULT InitializeAudioEngine(); + + // Called when the device will be opened in shared mode and use the + // internal audio engine's mix format. + HRESULT SharedModeInitialization(); + + // Called when the device will be opened in exclusive mode and use the + // application specified format. + HRESULT ExclusiveModeInitialization(); + + // Converts unique endpoint ID to user-friendly device name. + std::string GetDeviceName(LPCWSTR device_id) const; + + // Called on the audio render thread when the current audio stream must + // be re-initialized because the default audio device has changed. This + // method: stops the current renderer, releases and re-creates all WASAPI + // interfaces, creates a new IMMDevice and re-starts rendering using the + // new default audio device. + bool RestartRenderingUsingNewDefaultDevice(); + + // Returns the number of channels the audio engine uses for its internal + // processing/mixing of shared-mode streams for the default endpoint device. + int endpoint_channel_count() { return format_.Format.nChannels; } + + // The ratio between the the number of native audio channels used by the + // audio device and the number of audio channels from the client. + double channel_factor() const { + return (format_.Format.nChannels / static_cast<double> ( + client_channel_count_)); + } + + // Contains the thread ID of the creating thread. + base::PlatformThreadId creating_thread_id_; + + // 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. + scoped_ptr<base::DelegateSimpleThread> render_thread_; + + // Contains the desired audio format which is set up at construction. + // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE. + // Use this for multiple channel and hi-resolution PCM data. + WAVEFORMATPCMEX 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<WAVEFORMATPCMEX> audio_engine_mix_format_; + + bool opened_; + + // Set to true as soon as a new default device is detected, and cleared when + // the streaming has switched from using the old device to the new device. + // All additional device detections during an active state are ignored to + // ensure that the ongoing switch can finalize without disruptions. + bool restart_rendering_mode_; + + // 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_; + + // The sharing mode for the connection. + // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE + // where AUDCLNT_SHAREMODE_SHARED is the default. + AUDCLNT_SHAREMODE share_mode_; + + // The channel count set by the client in |params| which is provided to the + // constructor. The client must feed the AudioSourceCallback::OnMoreData() + // callback with PCM-data that contains this number of channels. + int client_channel_count_; + + // Counts the number of audio frames written to the endpoint buffer. + UINT64 num_written_frames_; + + // Pointer to the client that will deliver audio samples to be played out. + AudioSourceCallback* source_; + + // An IMMDeviceEnumerator interface which represents a device enumerator. + base::win::ScopedComPtr<IMMDeviceEnumerator> device_enumerator_; + + // 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_; + + // This event will be signaled when stream switching shall take place. + base::win::ScopedHandle stream_switch_event_; + + // Container for retrieving data from AudioSourceCallback::OnMoreData(). + scoped_ptr<AudioBus> audio_bus_; + + DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream); +}; + +} // namespace media + +#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ |