// Copyright (c) 2010 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" // The following parameters limit the request buffer and packet size from the // renderer to avoid renderer from requesting too much memory. static const uint32 kMegabytes = 1024 * 1024; static const uint32 kMaxHardwareBufferSize = 2 * kMegabytes; static const int kMaxChannels = 32; static const int kMaxBitsPerSample = 64; static const int kMaxSampleRate = 192000; // Return true if the parameters for creating an audio stream is valid. // Return false otherwise. static bool CheckParameters(int channels, int sample_rate, int bits_per_sample, uint32 hardware_buffer_size) { if (channels <= 0 || channels > kMaxChannels) return false; if (sample_rate <= 0 || sample_rate > kMaxSampleRate) return false; if (bits_per_sample <= 0 || bits_per_sample > kMaxBitsPerSample) return false; if (hardware_buffer_size <= 0 || hardware_buffer_size > kMaxHardwareBufferSize) { return false; } return true; } namespace media { AudioOutputController::AudioOutputController(EventHandler* handler, uint32 capacity, SyncReader* sync_reader) : handler_(handler), volume_(1.0), state_(kEmpty), hardware_pending_bytes_(0), buffer_capacity_(capacity), sync_reader_(sync_reader), thread_("AudioOutputControllerThread") { } AudioOutputController::~AudioOutputController() { DCHECK(kClosed == state_); } // static scoped_refptr AudioOutputController::Create( EventHandler* event_handler, AudioManager::Format format, int channels, int sample_rate, int bits_per_sample, uint32 hardware_buffer_size, uint32 buffer_capacity) { if (!CheckParameters(channels, sample_rate, bits_per_sample, hardware_buffer_size)) return NULL; // Starts the audio controller thread. scoped_refptr controller = new AudioOutputController( event_handler, buffer_capacity, NULL); // Start the audio controller thread and post a task to create the // audio stream. controller->thread_.Start(); controller->thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(controller.get(), &AudioOutputController::DoCreate, format, channels, sample_rate, bits_per_sample, hardware_buffer_size)); return controller; } // static scoped_refptr AudioOutputController::CreateLowLatency( EventHandler* event_handler, AudioManager::Format format, int channels, int sample_rate, int bits_per_sample, uint32 hardware_buffer_size, SyncReader* sync_reader) { DCHECK(sync_reader); if (!CheckParameters(channels, sample_rate, bits_per_sample, hardware_buffer_size)) return NULL; // Starts the audio controller thread. scoped_refptr controller = new AudioOutputController( event_handler, 0, sync_reader); // Start the audio controller thread and post a task to create the // audio stream. controller->thread_.Start(); controller->thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(controller.get(), &AudioOutputController::DoCreate, format, channels, sample_rate, bits_per_sample, hardware_buffer_size)); return controller; } void AudioOutputController::Play() { DCHECK(thread_.IsRunning()); thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoPlay)); } void AudioOutputController::Pause() { DCHECK(thread_.IsRunning()); thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoPause)); } void AudioOutputController::Flush() { DCHECK(thread_.IsRunning()); thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoFlush)); } void AudioOutputController::Close() { if (!thread_.IsRunning()) { // If the thread is not running make sure we are stopped. DCHECK_EQ(kClosed, state_); return; } // Wait for all tasks to complete on the audio thread. thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoClose)); thread_.Stop(); } void AudioOutputController::SetVolume(double volume) { DCHECK(thread_.IsRunning()); thread_.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. AutoLock auto_lock(lock_); push_source_.Write(data, size); SubmitOnMoreData_Locked(); } void AudioOutputController::DoCreate(AudioManager::Format format, int channels, int sample_rate, int bits_per_sample, uint32 hardware_buffer_size) { DCHECK_EQ(thread_.message_loop(), MessageLoop::current()); DCHECK_EQ(kEmpty, state_); // Create the stream in the first place. stream_ = AudioManager::GetAudioManager()->MakeAudioOutputStream( format, channels, sample_rate, bits_per_sample); if (!stream_) { // TODO(hclam): Define error types. handler_->OnError(this, 0); return; } if (stream_ && !stream_->Open(hardware_buffer_size)) { 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()) { AutoLock auto_lock(lock_); SubmitOnMoreData_Locked(); } } void AudioOutputController::DoPlay() { DCHECK_EQ(thread_.message_loop(), MessageLoop::current()); // We can start from created or paused state. if (state_ != kCreated && state_ != kPaused) return; State old_state; // Update the |state_| to kPlaying. { AutoLock auto_lock(lock_); old_state = state_; 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(thread_.message_loop(), MessageLoop::current()); // We can pause from started state. if (state_ != kPlaying) return; // Sets the |state_| to kPaused so we don't draw more audio data. { AutoLock auto_lock(lock_); 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(); handler_->OnPaused(this); } void AudioOutputController::DoFlush() { DCHECK_EQ(thread_.message_loop(), MessageLoop::current()); if (state_ != kPaused) return; // TODO(hclam): Actually flush the audio device. // If we are in the regular latency mode then flush the push source. if (!sync_reader_) { AutoLock auto_lock(lock_); push_source_.ClearAll(); } } void AudioOutputController::DoClose() { DCHECK_EQ(thread_.message_loop(), MessageLoop::current()); DCHECK_NE(kClosed, state_); // |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; } // Update the current state. Since the stream is closed at this point // there's no other threads reading |state_| so we don't need to lock. state_ = kClosed; } void AudioOutputController::DoSetVolume(double volume) { DCHECK_EQ(thread_.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(thread_.message_loop(), MessageLoop::current()); handler_->OnError(this, code); } uint32 AudioOutputController::OnMoreData(AudioOutputStream* stream, void* dest, uint32 max_size, uint32 pending_bytes) { // If regular latency mode is used. if (!sync_reader_) { AutoLock auto_lock(lock_); // Record the callback time. last_callback_time_ = base::Time::Now(); if (state_ != kPlaying) { // Don't read anything. Save the number of bytes in the hardware buffer. hardware_pending_bytes_ = pending_bytes; return 0; } // Push source doesn't need to know the stream and number of pending bytes. // So just pass in NULL and 0. uint32 size = push_source_.OnMoreData(NULL, dest, max_size, 0); hardware_pending_bytes_ = pending_bytes + size; SubmitOnMoreData_Locked(); return size; } // Low latency mode. uint32 size = sync_reader_->Read(dest, max_size); sync_reader_->UpdatePendingBytes(pending_bytes + size); return size; } void AudioOutputController::OnClose(AudioOutputStream* stream) { // Push source doesn't need to know the stream so just pass in NULL. if (LowLatencyMode()) { sync_reader_->Close(); } else { AutoLock auto_lock(lock_); push_source_.OnClose(NULL); } } void AudioOutputController::OnError(AudioOutputStream* stream, int code) { // Handle error on the audio controller thread. thread_.message_loop()->PostTask( FROM_HERE, NewRunnableMethod(this, &AudioOutputController::DoReportError, code)); } void AudioOutputController::SubmitOnMoreData_Locked() { lock_.AssertAcquired(); if (push_source_.UnProcessedBytes() > buffer_capacity_) return; base::Time timestamp = last_callback_time_; uint32 pending_bytes = hardware_pending_bytes_ + push_source_.UnProcessedBytes(); // 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. AutoUnlock auto_unlock(lock_); handler_->OnMoreData(this, timestamp, pending_bytes); } } // namespace media