// Copyright (c) 2011 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. #include "content/renderer/audio_device.h" #include "base/memory/singleton.h" #include "base/message_loop.h" #include "content/common/audio_messages.h" #include "content/common/child_process.h" #include "content/common/view_messages.h" #include "content/renderer/render_thread.h" #include "media/audio/audio_util.h" scoped_refptr AudioDevice::filter_; namespace { // AudioMessageFilterCreator is intended to be used as a singleton so we can // get access to a shared AudioMessageFilter. // Example usage: // AudioMessageFilter* filter = AudioMessageFilterCreator::SharedFilter(); class AudioMessageFilterCreator { public: AudioMessageFilterCreator() { int routing_id; RenderThread::current()->Send( new ViewHostMsg_GenerateRoutingID(&routing_id)); filter_ = new AudioMessageFilter(routing_id); RenderThread::current()->AddFilter(filter_); } static AudioMessageFilter* SharedFilter() { return GetInstance()->filter_.get(); } static AudioMessageFilterCreator* GetInstance() { return Singleton::get(); } private: scoped_refptr filter_; }; } // namespace AudioDevice::AudioDevice(size_t buffer_size, int channels, double sample_rate, RenderCallback* callback) : buffer_size_(buffer_size), channels_(channels), bits_per_sample_(16), sample_rate_(sample_rate), callback_(callback), audio_delay_milliseconds_(0), volume_(1.0), stream_id_(0) { audio_data_.reserve(channels); for (int i = 0; i < channels; ++i) { float* channel_data = new float[buffer_size]; audio_data_.push_back(channel_data); } // Lazily create the message filter and share across AudioDevice instances. filter_ = AudioMessageFilterCreator::SharedFilter(); } AudioDevice::~AudioDevice() { // Make sure we have been shut down. DCHECK_EQ(0, stream_id_); Stop(); for (int i = 0; i < channels_; ++i) delete [] audio_data_[i]; } bool AudioDevice::Start() { // Make sure we don't call Start() more than once. DCHECK_EQ(0, stream_id_); if (stream_id_) return false; AudioParameters params; params.format = AudioParameters::AUDIO_PCM_LOW_LATENCY; params.channels = channels_; params.sample_rate = static_cast(sample_rate_); params.bits_per_sample = bits_per_sample_; params.samples_per_packet = buffer_size_; // Ensure that the initialization task is posted on the I/O thread by // accessing the I/O message loop directly. This approach avoids a race // condition which could exist if the message loop of the filter was // used instead. DCHECK(ChildProcess::current()) << "Must be in the renderer"; MessageLoop* message_loop = ChildProcess::current()->io_message_loop(); if (!message_loop) return false; message_loop->PostTask(FROM_HERE, NewRunnableMethod(this, &AudioDevice::InitializeOnIOThread, params)); return true; } bool AudioDevice::Stop() { if (!stream_id_) return false; filter_->message_loop()->PostTask(FROM_HERE, NewRunnableMethod(this, &AudioDevice::ShutDownOnIOThread)); if (audio_thread_.get()) { socket_->Close(); audio_thread_->Join(); } return true; } bool AudioDevice::SetVolume(double volume) { if (!stream_id_) return false; if (volume < 0 || volume > 1.0) return false; filter_->message_loop()->PostTask(FROM_HERE, NewRunnableMethod(this, &AudioDevice::SetVolumeOnIOThread, volume)); volume_ = volume; return true; } bool AudioDevice::GetVolume(double* volume) { if (!stream_id_) return false; // Return a locally cached version of the current scaling factor. *volume = volume_; return true; } void AudioDevice::InitializeOnIOThread(const AudioParameters& params) { stream_id_ = filter_->AddDelegate(this); filter_->Send(new AudioHostMsg_CreateStream(0, stream_id_, params, true)); } void AudioDevice::StartOnIOThread() { if (stream_id_) filter_->Send(new AudioHostMsg_PlayStream(0, stream_id_)); } void AudioDevice::ShutDownOnIOThread() { // Make sure we don't call shutdown more than once. if (!stream_id_) return; filter_->Send(new AudioHostMsg_CloseStream(0, stream_id_)); filter_->RemoveDelegate(stream_id_); stream_id_ = 0; } void AudioDevice::SetVolumeOnIOThread(double volume) { if (stream_id_) filter_->Send(new AudioHostMsg_SetVolume(0, stream_id_, volume)); } void AudioDevice::OnRequestPacket(AudioBuffersState buffers_state) { // This method does not apply to the low-latency system. NOTIMPLEMENTED(); } void AudioDevice::OnStateChanged(AudioStreamState state) { if (state == kAudioStreamError) { DLOG(WARNING) << "AudioDevice::OnStateChanged(kError)"; } NOTIMPLEMENTED(); } void AudioDevice::OnCreated( base::SharedMemoryHandle handle, uint32 length) { // Not needed in this simple implementation. NOTIMPLEMENTED(); } void AudioDevice::OnLowLatencyCreated( base::SharedMemoryHandle handle, base::SyncSocket::Handle socket_handle, uint32 length) { #if defined(OS_WIN) DCHECK(handle); DCHECK(socket_handle); #else DCHECK_GE(handle.fd, 0); DCHECK_GE(socket_handle, 0); #endif DCHECK(length); // TODO(crogers) : check that length is big enough for buffer_size_ shared_memory_.reset(new base::SharedMemory(handle, false)); shared_memory_->Map(length); socket_.reset(new base::SyncSocket(socket_handle)); // Allow the client to pre-populate the buffer. FireRenderCallback(); // TODO(crogers): we could optionally set the thread to high-priority audio_thread_.reset( new base::DelegateSimpleThread(this, "renderer_audio_thread")); audio_thread_->Start(); if (filter_) { filter_->message_loop()->PostTask(FROM_HERE, NewRunnableMethod(this, &AudioDevice::StartOnIOThread)); } } void AudioDevice::OnVolume(double volume) { NOTIMPLEMENTED(); } // Our audio thread runs here. void AudioDevice::Run() { int pending_data; const int samples_per_ms = static_cast(sample_rate_) / 1000; const int bytes_per_ms = channels_ * (bits_per_sample_ / 8) * samples_per_ms; while (sizeof(pending_data) == socket_->Receive(&pending_data, sizeof(pending_data)) && pending_data >= 0) { { // Convert the number of pending bytes in the render buffer // into milliseconds. audio_delay_milliseconds_ = pending_data / bytes_per_ms; } FireRenderCallback(); } } void AudioDevice::FireRenderCallback() { if (callback_) { // Update the audio-delay measurement then ask client to render audio. callback_->Render(audio_data_, buffer_size_, audio_delay_milliseconds_); // Interleave, scale, and clip to int16. int16* output_buffer16 = static_cast(shared_memory_data()); media::InterleaveFloatToInt16(audio_data_, output_buffer16, buffer_size_); } }