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+// Copyright (c) 2010 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_WIN_WAVEIN_INPUT_WIN_H_
+#define MEDIA_AUDIO_WIN_WAVEIN_INPUT_WIN_H_
+
+#include <windows.h>
+#include <mmsystem.h>
+
+#include "base/basictypes.h"
+#include "base/scoped_handle_win.h"
+#include "media/audio/audio_io.h"
+
+class AudioManagerWin;
+
+class PCMWaveInAudioInputStream : public AudioInputStream {
+ 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.
+ PCMWaveInAudioInputStream(AudioManagerWin* manager, int channels,
+ int sampling_rate, int num_buffers,
+ char bits_per_sample, uint32 samples_per_packet,
+ UINT device_id);
+ virtual ~PCMWaveInAudioInputStream();
+
+ // Implementation of AudioInputStream.
+ virtual bool Open();
+ virtual void Start(AudioInputCallback* callback);
+ virtual void Stop();
+ virtual void Close();
+
+ private:
+ enum State {
+ kStateEmpty, // Initial state.
+ kStateReady, // Device obtained and ready to record.
+ kStateRecording, // Recording audio.
+ kStateStopping, // Trying to stop, waiting for callback to finish.
+ kStateStopped, // Stopped. Device was reset.
+ kStateClosed // Device has been released.
+ };
+
+ // Windows calls us back with the recorded audio data here. See msdn
+ // documentation for 'waveInProc' for details about the parameters.
+ static void CALLBACK WaveCallback(HWAVEIN hwi, 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 AudioInputCallback::OnError().
+ void HandleError(MMRESULT error);
+
+ // Allocates and prepares the memory that will be used for recording.
+ void SetupBuffers();
+
+ // Deallocates the memory allocated in SetupBuffers.
+ void FreeBuffers();
+
+ // Sends a buffer to the audio driver for recording.
+ void QueueNextPacket(WAVEHDR* buffer);
+
+ // 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 input stream. We notify it when
+ // we close so it can release its own resources.
+ AudioManagerWin* manager_;
+
+ // We use the callback mostly to periodically give the recorded audio data.
+ AudioInputCallback* callback_;
+
+ // The number of buffers of size |buffer_size_| each to use.
+ const int num_buffers_;
+
+ // The size in bytes of each audio buffer.
+ uint32 buffer_size_;
+
+ // Channels, 1 or 2.
+ const int channels_;
+
+ // 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.
+ HWAVEIN wavein_;
+
+ // 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(PCMWaveInAudioInputStream);
+};
+
+#endif // MEDIA_AUDIO_WIN_WAVEIN_INPUT_WIN_H_