summaryrefslogtreecommitdiffstats
path: root/media/audio/win/waveout_output_win.h
diff options
context:
space:
mode:
authorcpu@google.com <cpu@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-01-13 23:57:32 +0000
committercpu@google.com <cpu@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-01-13 23:57:32 +0000
commit999ebd77596b7e9ee3c13fef014d3b2d6637d559 (patch)
tree7de7fe03640a512272955cf9f3274035ae7be144 /media/audio/win/waveout_output_win.h
parent7cecfb2fa8bd8bb4254f8d83ad0ce5d23961f98c (diff)
downloadchromium_src-999ebd77596b7e9ee3c13fef014d3b2d6637d559.zip
chromium_src-999ebd77596b7e9ee3c13fef014d3b2d6637d559.tar.gz
chromium_src-999ebd77596b7e9ee3c13fef014d3b2d6637d559.tar.bz2
Low level windows audio support (part 2 of 2)
- Implementation using the WaveXXXX windows API - Unit tests for the implementation and for the previous CL that had the sine wave simple source. This is the harder one :) I tried to add comments to illuminate the thinking. Review URL: http://codereview.chromium.org/17403 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@7988 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'media/audio/win/waveout_output_win.h')
-rw-r--r--media/audio/win/waveout_output_win.h106
1 files changed, 106 insertions, 0 deletions
diff --git a/media/audio/win/waveout_output_win.h b/media/audio/win/waveout_output_win.h
new file mode 100644
index 0000000..bdf35b3
--- /dev/null
+++ b/media/audio/win/waveout_output_win.h
@@ -0,0 +1,106 @@
+// Copyright (c) 2006-2008 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.
+
+#ifndef MEDIA_AUDIO_WAVEOUT_OUTPUT_WIN_H_
+#define MEDIA_AUDIO_WAVEOUT_OUTPUT_WIN_H_
+
+#include <windows.h>
+#include <mmsystem.h>
+
+#include "base/basictypes.h"
+#include "base/scoped_handle_win.h"
+#include "media/audio/audio_output.h"
+
+class AudioManagerWin;
+
+// Implements PCM audio output support for Windows using the WaveXXX API.
+// While not as nice as the DirectSound-based API, it should work in all target
+// operating systems regardless or DirectX version installed. It is known that
+// in some machines WaveXXX based audio is better while in others DirectSound
+// is better.
+//
+// Important: the OnXXXX functions in AudioSourceCallback are called by more
+// than one thread so it is important to have some form of synchronization if
+// you are keeping state in it.
+class PCMWaveOutAudioOutputStream : public AudioOutputStream {
+ public:
+ // The ctor takes all the usual parameters, plus |manager| which is the
+ // the audio manager who is creating this object and |device_id| which
+ // is provided by the operating system.
+ PCMWaveOutAudioOutputStream(AudioManagerWin* manager,
+ int channels, int sampling_rate,
+ char bits_per_sample, UINT device_id);
+ virtual ~PCMWaveOutAudioOutputStream();
+
+ // Implementation of AudioOutputStream.
+ virtual bool Open(size_t packet_size);
+ virtual void Close();
+ virtual void Start(AudioSourceCallback* callback);
+ virtual void Stop();
+ virtual void SetVolume(double left_level, double right_level);
+ virtual void GetVolume(double* left_level, double* right_level);
+
+ // Sends a buffer to the audio driver for playback.
+ void QueueNextPacket(WAVEHDR* buffer);
+
+ private:
+ enum State {
+ PCMA_BRAND_NEW, // Initial state.
+ PCMA_READY, // Device obtained and ready to play.
+ PCMA_PLAYING, // Playing audio.
+ PCMA_STOPPING, // Trying to stop, waiting for callback to finish.
+ PCMA_STOPPED, // Stopped. Device was reset.
+ PCMA_CLOSED // Device has been released.
+ };
+
+ // Windows calls us back to feed more data to the device here. See msdn
+ // documentation for 'waveOutProc' for details about the parameters.
+ static void CALLBACK WaveCallback(HWAVEOUT hwo, UINT msg, DWORD_PTR instance,
+ DWORD_PTR param1, DWORD_PTR param2);
+
+ // If windows reports an error this function handles it and passes it to
+ // the attached AudioSourceCallback::OnError().
+ void HandleError(MMRESULT error);
+ // Allocates and prepares the memory that will be used for playback. Only
+ // two buffers are created.
+ void SetupBuffers(size_t rq_size);
+ // Deallocates the memory allocated in SetupBuffers.
+ void FreeBuffers();
+
+ // Reader beware. Visual C has stronger guarantees on volatile vars than
+ // most people expect. In fact, it has release semantics on write and
+ // acquire semantics on reads. See the msdn documentation.
+ volatile State state_;
+
+ // The audio manager that created this output stream. We notify it when
+ // we close so it can release its own resources.
+ AudioManagerWin* manager_;
+
+ // We use the callback mostly to periodically request more audio data.
+ AudioSourceCallback* callback_;
+
+ // The size in bytes of each audio buffer, we usually have two of these.
+ size_t buffer_size_;
+
+ // The id assigned by the operating system to the selected wave output
+ // hardware device. Usually this is just -1 which means 'default device'.
+ UINT device_id_;
+
+ // Windows native structure to encode the format parameters.
+ WAVEFORMATEX format_;
+
+ // Handle to the instance of the wave device.
+ HWAVEOUT waveout_;
+
+ // Pointer to the first allocated audio buffer. This object owns it.
+ WAVEHDR* buffer_;
+
+ // An event that is signaled when the callback thread is ready to stop.
+ ScopedHandle stopped_event_;
+
+ DISALLOW_COPY_AND_ASSIGN(PCMWaveOutAudioOutputStream);
+};
+
+#endif // MEDIA_AUDIO_WAVEOUT_OUTPUT_WIN_H_
+