// 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. #ifndef MEDIA_AUDIO_AUDIO_MANAGER_H_ #define MEDIA_AUDIO_AUDIO_MANAGER_H_ #include #include "base/basictypes.h" #include "base/memory/ref_counted.h" #include "base/string16.h" #include "media/audio/audio_device_name.h" #include "media/audio/audio_parameters.h" class MessageLoop; namespace base { class MessageLoopProxy; } namespace media { class AudioInputStream; class AudioOutputStream; // Manages all audio resources. In particular it owns the AudioOutputStream // objects. Provides some convenience functions that avoid the need to provide // iterators over the existing streams. class MEDIA_EXPORT AudioManager { public: virtual ~AudioManager(); // Use to construct the audio manager. // NOTE: There should only be one instance. static AudioManager* Create(); // Returns true if the OS reports existence of audio devices. This does not // guarantee that the existing devices support all formats and sample rates. virtual bool HasAudioOutputDevices() = 0; // Returns true if the OS reports existence of audio recording devices. This // does not guarantee that the existing devices support all formats and // sample rates. virtual bool HasAudioInputDevices() = 0; // Returns a human readable string for the model/make of the active audio // input device for this computer. virtual string16 GetAudioInputDeviceModel() = 0; // Returns true if the platform specific audio input settings UI is known // and can be shown. virtual bool CanShowAudioInputSettings() = 0; // Opens the platform default audio input settings UI. // Note: This could invoke an external application/preferences pane, so // ideally must not be called from the UI thread or other time sensitive // threads to avoid blocking the rest of the application. virtual void ShowAudioInputSettings() = 0; // Appends a list of available input devices. It is not guaranteed that // all the devices in the list support all formats and sample rates for // recording. virtual void GetAudioInputDeviceNames(AudioDeviceNames* device_names) = 0; // Factory for all the supported stream formats. |params| defines parameters // of the audio stream to be created. // // |params.sample_per_packet| is the requested buffer allocation which the // audio source thinks it can usually fill without blocking. Internally two // or three buffers are created, one will be locked for playback and one will // be ready to be filled in the call to AudioSourceCallback::OnMoreData(). // // Returns NULL if the combination of the parameters is not supported, or if // we have reached some other platform specific limit. // // |params.format| can be set to AUDIO_PCM_LOW_LATENCY and that has two // effects: // 1- Instead of triple buffered the audio will be double buffered. // 2- A low latency driver or alternative audio subsystem will be used when // available. // // Do not free the returned AudioOutputStream. It is owned by AudioManager. virtual AudioOutputStream* MakeAudioOutputStream( const AudioParameters& params) = 0; // Creates new audio output proxy. A proxy implements // AudioOutputStream interface, but unlike regular output stream // created with MakeAudioOutputStream() it opens device only when a // sound is actually playing. virtual AudioOutputStream* MakeAudioOutputStreamProxy( const AudioParameters& params) = 0; // Factory to create audio recording streams. // |channels| can be 1 or 2. // |sample_rate| is in hertz and can be any value supported by the platform. // |bits_per_sample| can be any value supported by the platform. // |samples_per_packet| is in hertz as well and can be 0 to |sample_rate|, // with 0 suggesting that the implementation use a default value for that // platform. // Returns NULL if the combination of the parameters is not supported, or if // we have reached some other platform specific limit. // // Do not free the returned AudioInputStream. It is owned by AudioManager. // When you are done with it, call |Stop()| and |Close()| to release it. virtual AudioInputStream* MakeAudioInputStream( const AudioParameters& params, const std::string& device_id) = 0; // Muting continues playback but effectively the volume is set to zero. // Un-muting returns the volume to the previous level. virtual void MuteAll() = 0; virtual void UnMuteAll() = 0; // Used to determine if something else is currently making use of audio input. virtual bool IsRecordingInProcess() = 0; // Returns message loop used for audio IO. virtual scoped_refptr GetMessageLoop() = 0; protected: AudioManager(); // Called from Create() to initialize the instance. virtual void Init() = 0; private: DISALLOW_COPY_AND_ASSIGN(AudioManager); }; } // namespace media #endif // MEDIA_AUDIO_AUDIO_MANAGER_H_