// 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. // Low-latency audio capturing unit utilizing audio input stream provided // by browser process through IPC. // // Relationship of classes: // // AudioInputController AudioInputDevice // ^ ^ // | | // v IPC v // AudioInputRendererHost <---------> AudioInputMessageFilter // ^ // | // v // AudioInputDeviceManager // // Transportation of audio samples from the browser to the render process // is done by using shared memory in combination with a sync socket pair // to generate a low latency transport. The AudioInputDevice user registers // an AudioInputDevice::CaptureCallback at construction and will be called // by the AudioInputDevice with recorded audio from the underlying audio layers. // The session ID is used by the AudioInputRendererHost to start the device // referenced by this ID. // // State sequences: // // Task [IO thread] IPC [IO thread] // // Sequence where session_id has not been set using SetDevice(): // Start -> InitializeOnIOThread -----> AudioInputHostMsg_CreateStream -------> // <- OnLowLatencyCreated <- AudioInputMsg_NotifyLowLatencyStreamCreated <- // ---> StartOnIOThread ---------> AudioInputHostMsg_PlayStream --------> // // Sequence where session_id has been set using SetDevice(): // Start -> InitializeOnIOThread --> AudioInputHostMsg_StartDevice ---> // <---- OnStarted <-------------- AudioInputMsg_NotifyDeviceStarted <---- // -> OnDeviceReady ------------> AudioInputHostMsg_CreateStream -------> // <- OnLowLatencyCreated <- AudioInputMsg_NotifyLowLatencyStreamCreated <- // ---> StartOnIOThread ---------> AudioInputHostMsg_PlayStream --------> // // AudioInputDevice::Capture => low latency audio transport on audio thread => // | // Stop --> ShutDownOnIOThread ------> AudioInputHostMsg_CloseStream -> Close // // This class utilizes three threads during its lifetime, namely: // // 1. Creating thread. // Must be the main render thread. Start and Stop should be called on // this thread. // 2. IO thread. // The thread within which this class receives all the IPC messages and // IPC communications can only happen in this thread. // 3. Audio transport thread. // Responsible for calling the CaptrureCallback and feed audio samples from // the audio layer in the browser process using sync sockets and shared // memory. // // Implementation notes: // // - Start() is asynchronous/non-blocking. // - Stop() is synchronous/blocking. // - SetDevice() is asynchronous/non-blocking. // - The user must call Stop() before deleting the class instance. #ifndef CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_ #define CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_ #pragma once #include #include #include "base/basictypes.h" #include "base/compiler_specific.h" #include "base/memory/scoped_ptr.h" #include "base/shared_memory.h" #include "content/common/content_export.h" #include "content/renderer/media/audio_device_thread.h" #include "content/renderer/media/audio_input_message_filter.h" #include "content/renderer/media/scoped_loop_observer.h" #include "media/audio/audio_parameters.h" // TODO(henrika): This class is based on the AudioDevice class and it has // many components in common. Investigate potential for re-factoring. // TODO(henrika): Add support for event handling (e.g. OnStateChanged, // OnCaptureStopped etc.) and ensure that we can deliver these notifications // to any clients using this class. class CONTENT_EXPORT AudioInputDevice : public AudioInputMessageFilter::Delegate, NON_EXPORTED_BASE(public ScopedLoopObserver), public base::RefCountedThreadSafe { public: class CONTENT_EXPORT CaptureCallback { public: virtual void Capture(const std::vector& audio_data, int number_of_frames, int audio_delay_milliseconds, double volume) = 0; virtual void OnCaptureError() = 0; protected: virtual ~CaptureCallback() {} }; class CONTENT_EXPORT CaptureEventHandler { public: // Notification to the client that the device with the specific |device_id| // has been started. // This callback is triggered as a result of StartDevice(). virtual void OnDeviceStarted(const std::string& device_id) = 0; // Notification to the client that the device has been stopped. virtual void OnDeviceStopped() = 0; protected: virtual ~CaptureEventHandler() {} }; // Methods called on main render thread ------------------------------------- AudioInputDevice(const media::AudioParameters& params, CaptureCallback* callback, CaptureEventHandler* event_handler); // Specify the |session_id| to query which device to use. This method is // asynchronous/non-blocking. // Start() will use the second sequence if this method is called before. void SetDevice(int session_id); // Starts audio capturing. This method is asynchronous/non-blocking. // TODO(henrika): add support for notification when recording has started. void Start(); // Stops audio capturing. This method is synchronous/blocking. // TODO(henrika): add support for notification when recording has stopped. void Stop(); // Sets the capture volume scaling, with range [0.0, 1.0] inclusive. // Returns |true| on success. bool SetVolume(double volume); // Gets the capture volume scaling, with range [0.0, 1.0] inclusive. // Returns |true| on success. bool GetVolume(double* volume); double sample_rate() const { return audio_parameters_.sample_rate(); } int buffer_size() const { return audio_parameters_.frames_per_buffer(); } // Sets the Automatic Gain Control state to on or off. // This method must be called before Start(). It will not have any effect // if it is called while capturing has already started. void SetAutomaticGainControl(bool enabled); // Methods called on IO thread ---------------------------------------------- // AudioInputMessageFilter::Delegate impl., called by AudioInputMessageFilter. virtual void OnStreamCreated(base::SharedMemoryHandle handle, base::SyncSocket::Handle socket_handle, uint32 length) OVERRIDE; virtual void OnVolume(double volume) OVERRIDE; virtual void OnStateChanged(AudioStreamState state) OVERRIDE; virtual void OnDeviceReady(const std::string& device_id) OVERRIDE; protected: virtual ~AudioInputDevice(); private: friend class base::RefCountedThreadSafe; // Methods called on IO thread ---------------------------------------------- // The following methods are tasks posted on the IO thread that needs to // be executed on that thread. They interact with AudioInputMessageFilter and // sends IPC messages on that thread. void InitializeOnIOThread(); void SetSessionIdOnIOThread(int session_id); void StartOnIOThread(); void ShutDownOnIOThread(); void SetVolumeOnIOThread(double volume); void SetAutomaticGainControlOnIOThread(bool enabled); void Send(IPC::Message* message); // MessageLoop::DestructionObserver implementation for the IO loop. // If the IO loop dies before we do, we shut down the audio thread from here. virtual void WillDestroyCurrentMessageLoop() OVERRIDE; // Format media::AudioParameters audio_parameters_; CaptureCallback* callback_; CaptureEventHandler* event_handler_; // The current volume scaling [0.0, 1.0] of the audio stream. double volume_; // Cached audio input message filter (lives on the main render thread). scoped_refptr filter_; // Our stream ID on the message filter. Only modified on the IO thread. int32 stream_id_; // The media session ID used to identify which input device to be started. // Only modified on the IO thread. int session_id_; // State variable used to indicate it is waiting for a OnDeviceReady() // callback. Only modified on the IO thread. bool pending_device_ready_; // Stores the Automatic Gain Control state. Default is false. // Only modified on the IO thread. bool agc_is_enabled_; // Our audio thread callback class. See source file for details. class AudioThreadCallback; // In order to avoid a race between OnStreamCreated and Stop(), we use this // guard to control stopping and starting the audio thread. base::Lock audio_thread_lock_; AudioDeviceThread audio_thread_; scoped_ptr audio_callback_; DISALLOW_IMPLICIT_CONSTRUCTORS(AudioInputDevice); }; #endif // CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_