// 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. // 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 // // 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. // // State sequences. // // Task [IO thread] IPC [IO thread] // // Start -> InitializeOnIOThread -----> 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. #ifndef CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_ #define CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_ #pragma once #include #include "base/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/shared_memory.h" #include "base/threading/simple_thread.h" #include "content/renderer/media/audio_input_message_filter.h" struct AudioParameters; // TODO(henrika): This class is based on the AudioDevice class and it has // many components in common. Investigate potential for re-factoring. class AudioInputDevice : public AudioInputMessageFilter::Delegate, public base::DelegateSimpleThread::Delegate, public base::RefCountedThreadSafe { public: class CaptureCallback { public: virtual void Capture(const std::vector& audio_data, size_t number_of_frames, size_t audio_delay_milliseconds) = 0; protected: virtual ~CaptureCallback() {} }; // Methods called on main render thread ------------------------------------- AudioInputDevice(size_t buffer_size, int channels, double sample_rate, CaptureCallback* callback); virtual ~AudioInputDevice(); // Starts audio capturing. Returns |true| on success. bool Start(); // Stops audio capturing. Returns |true| on success. bool 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 sample_rate_; } size_t buffer_size() const { return buffer_size_; } // Methods called on IO thread ---------------------------------------------- // AudioInputMessageFilter::Delegate impl., called by AudioInputMessageFilter virtual void OnLowLatencyCreated(base::SharedMemoryHandle handle, base::SyncSocket::Handle socket_handle, uint32 length); virtual void OnVolume(double volume); private: // 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(const AudioParameters& params); void StartOnIOThread(); void ShutDownOnIOThread(); void SetVolumeOnIOThread(double volume); void Send(IPC::Message* message); // Method called on the audio thread ---------------------------------------- // Calls the client's callback for capturing audio. void FireCaptureCallback(); // DelegateSimpleThread::Delegate implementation. virtual void Run(); // Format size_t buffer_size_; // in sample-frames int channels_; int bits_per_sample_; double sample_rate_; CaptureCallback* callback_; // The client callback receives captured audio here. std::vector audio_data_; // The client stores the last reported audio delay in this member. // The delay shall reflect the amount of audio which still resides in // the input buffer, i.e., the expected audio input delay. int audio_delay_milliseconds_; // The current volume scaling [0.0, 1.0] of the audio stream. double volume_; // Callbacks for capturing audio occur on this thread. scoped_ptr audio_thread_; // IPC message stuff. base::SharedMemory* shared_memory() { return shared_memory_.get(); } base::SyncSocket* socket() { return socket_.get(); } void* shared_memory_data() { return shared_memory()->memory(); } // 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_; scoped_ptr shared_memory_; scoped_ptr socket_; DISALLOW_IMPLICIT_CONSTRUCTORS(AudioInputDevice); }; #endif // CONTENT_RENDERER_MEDIA_AUDIO_INPUT_DEVICE_H_