// 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 "media/audio/audio_output_controller.h" #include "base/message_loop.h" namespace media { // Signal a pause in low-latency mode. static const int kPauseMark = -1; AudioOutputController::AudioOutputController(EventHandler* handler, uint32 capacity, SyncReader* sync_reader) : handler_(handler), stream_(NULL), volume_(1.0), state_(kEmpty), buffer_(0, capacity), pending_request_(false), sync_reader_(sync_reader), message_loop_(NULL) { } AudioOutputController::~AudioOutputController() { DCHECK(kClosed == state_); } // static scoped_refptr AudioOutputController::Create( EventHandler* event_handler, AudioParameters params, uint32 buffer_capacity) { if (!params.IsValid()) return NULL; if (!AudioManager::GetAudioManager()) return NULL; // Starts the audio controller thread. scoped_refptr controller(new AudioOutputController( event_handler, buffer_capacity, NULL)); controller->message_loop_ = AudioManager::GetAudioManager()->GetMessageLoop(); controller->message_loop_->PostTask( FROM_HERE, NewRunnableMethod(controller.get(), &AudioOutputController::DoCreate, params)); return controller; } // static scoped_refptr AudioOutputController::CreateLowLatency( EventHandler* event_handler, AudioParameters params, SyncReader* sync_reader) { DCHECK(sync_reader); if (!params.IsValid()) return NULL; if (!AudioManager::GetAudioManager()) return NULL; // Starts the audio controller thread. scoped_refptr controller(new AudioOutputController( event_handler, 0, sync_reader)); controller->message_loop_ = AudioManager::GetAudioManager()->GetMessageLoop(); controller->message_loop_->PostTask( FROM_HERE, NewRunnableMethod(controller.get(), &AudioOutputController::DoCreate, params)); return controller; } void AudioOutputController::Play() { DCHECK(message_loop_); message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoPlay)); } void AudioOutputController::Pause() { DCHECK(message_loop_); message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoPause)); } void AudioOutputController::Flush() { DCHECK(message_loop_); message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoFlush)); } void AudioOutputController::Close(Task* closed_task) { DCHECK(closed_task); DCHECK(message_loop_); message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoClose, closed_task)); } void AudioOutputController::SetVolume(double volume) { DCHECK(message_loop_); message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoSetVolume, volume)); } void AudioOutputController::EnqueueData(const uint8* data, uint32 size) { // Write data to the push source and ask for more data if needed. base::AutoLock auto_lock(lock_); pending_request_ = false; // If |size| is set to 0, it indicates that the audio source doesn't have // more data right now, and so it doesn't make sense to send additional // request. if (size) { buffer_.Append(data, size); SubmitOnMoreData_Locked(); } } void AudioOutputController::DoCreate(AudioParameters params) { DCHECK_EQ(message_loop_, MessageLoop::current()); // Close() can be called before DoCreate() is executed. if (state_ == kClosed) return; DCHECK(state_ == kEmpty); if (!AudioManager::GetAudioManager()) return; stream_ = AudioManager::GetAudioManager()->MakeAudioOutputStreamProxy(params); if (!stream_) { // TODO(hclam): Define error types. handler_->OnError(this, 0); return; } if (!stream_->Open()) { stream_->Close(); stream_ = NULL; // TODO(hclam): Define error types. handler_->OnError(this, 0); return; } // We have successfully opened the stream. Set the initial volume. stream_->SetVolume(volume_); // Finally set the state to kCreated. state_ = kCreated; // And then report we have been created. handler_->OnCreated(this); // If in normal latency mode then start buffering. if (!LowLatencyMode()) { base::AutoLock auto_lock(lock_); SubmitOnMoreData_Locked(); } } void AudioOutputController::DoPlay() { DCHECK_EQ(message_loop_, MessageLoop::current()); // We can start from created or paused state. if (state_ != kCreated && state_ != kPaused) return; state_ = kPlaying; // We start the AudioOutputStream lazily. stream_->Start(this); // Tell the event handler that we are now playing. handler_->OnPlaying(this); } void AudioOutputController::DoPause() { DCHECK_EQ(message_loop_, MessageLoop::current()); // We can pause from started state. if (state_ != kPlaying) return; state_ = kPaused; // Then we stop the audio device. This is not the perfect solution because // it discards all the internal buffer in the audio device. // TODO(hclam): Actually pause the audio device. stream_->Stop(); if (LowLatencyMode()) { // Send a special pause mark to the low-latency audio thread. sync_reader_->UpdatePendingBytes(kPauseMark); } handler_->OnPaused(this); } void AudioOutputController::DoFlush() { DCHECK_EQ(message_loop_, MessageLoop::current()); // TODO(hclam): Actually flush the audio device. // If we are in the regular latency mode then flush the push source. if (!sync_reader_) { if (state_ != kPaused) return; base::AutoLock auto_lock(lock_); buffer_.Clear(); } } void AudioOutputController::DoClose(Task* closed_task) { DCHECK_EQ(message_loop_, MessageLoop::current()); if (state_ != kClosed) { // |stream_| can be null if creating the device failed in DoCreate(). if (stream_) { stream_->Stop(); stream_->Close(); // After stream is closed it is destroyed, so don't keep a reference to // it. stream_ = NULL; } if (LowLatencyMode()) { sync_reader_->Close(); } state_ = kClosed; } closed_task->Run(); delete closed_task; } void AudioOutputController::DoSetVolume(double volume) { DCHECK_EQ(message_loop_, MessageLoop::current()); // Saves the volume to a member first. We may not be able to set the volume // right away but when the stream is created we'll set the volume. volume_ = volume; if (state_ != kPlaying && state_ != kPaused && state_ != kCreated) return; stream_->SetVolume(volume_); } void AudioOutputController::DoReportError(int code) { DCHECK_EQ(message_loop_, MessageLoop::current()); if (state_ != kClosed) handler_->OnError(this, code); } uint32 AudioOutputController::OnMoreData( AudioOutputStream* stream, uint8* dest, uint32 max_size, AudioBuffersState buffers_state) { // If regular latency mode is used. if (!sync_reader_) { base::AutoLock auto_lock(lock_); // Save current buffers state. buffers_state_ = buffers_state; if (state_ != kPlaying) { // Don't read anything. Save the number of bytes in the hardware buffer. return 0; } uint32 size = buffer_.Read(dest, max_size); buffers_state_.pending_bytes += size; SubmitOnMoreData_Locked(); return size; } // Low latency mode. uint32 size = sync_reader_->Read(dest, max_size); sync_reader_->UpdatePendingBytes(buffers_state.total_bytes() + size); return size; } void AudioOutputController::OnError(AudioOutputStream* stream, int code) { // Handle error on the audio controller thread. message_loop_->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoReportError, code)); } void AudioOutputController::SubmitOnMoreData_Locked() { lock_.AssertAcquired(); if (buffer_.forward_bytes() > buffer_.forward_capacity()) return; if (pending_request_) return; pending_request_ = true; AudioBuffersState buffers_state = buffers_state_; buffers_state.pending_bytes += buffer_.forward_bytes(); // If we need more data then call the event handler to ask for more data. // It is okay that we don't lock in this block because the parameters are // correct and in the worst case we are just asking more data than needed. base::AutoUnlock auto_unlock(lock_); handler_->OnMoreData(this, buffers_state); } } // namespace media