// 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. #include "media/audio/audio_output_controller.h" #include "base/bind.h" #include "base/debug/trace_event.h" #include "base/message_loop.h" #include "base/synchronization/waitable_event.h" #include "base/threading/platform_thread.h" #include "base/threading/thread_restrictions.h" #include "base/time.h" #include "build/build_config.h" #include "media/audio/shared_memory_util.h" using base::Time; using base::TimeDelta; using base::WaitableEvent; namespace media { // Polling-related constants. const int AudioOutputController::kPollNumAttempts = 3; const int AudioOutputController::kPollPauseInMilliseconds = 3; AudioOutputController::AudioOutputController(AudioManager* audio_manager, EventHandler* handler, const AudioParameters& params, SyncReader* sync_reader) : audio_manager_(audio_manager), handler_(handler), stream_(NULL), volume_(1.0), state_(kEmpty), sync_reader_(sync_reader), message_loop_(audio_manager->GetMessageLoop()), number_polling_attempts_left_(0), params_(params), ALLOW_THIS_IN_INITIALIZER_LIST(weak_this_(this)) { } AudioOutputController::~AudioOutputController() { DCHECK_EQ(kClosed, state_); if (message_loop_->BelongsToCurrentThread()) { DoStopCloseAndClearStream(NULL); } else { // http://crbug.com/120973 base::ThreadRestrictions::ScopedAllowWait allow_wait; WaitableEvent completion(true /* manual reset */, false /* initial state */); message_loop_->PostTask(FROM_HERE, base::Bind(&AudioOutputController::DoStopCloseAndClearStream, base::Unretained(this), &completion)); completion.Wait(); } } // static scoped_refptr AudioOutputController::Create( AudioManager* audio_manager, EventHandler* event_handler, const AudioParameters& params, SyncReader* sync_reader) { DCHECK(audio_manager); DCHECK(sync_reader); if (!params.IsValid() || !audio_manager) return NULL; // Starts the audio controller thread. scoped_refptr controller(new AudioOutputController( audio_manager, event_handler, params, sync_reader)); controller->message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoCreate, controller)); return controller; } void AudioOutputController::Play() { DCHECK(message_loop_); message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoPlay, this)); } void AudioOutputController::Pause() { DCHECK(message_loop_); message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoPause, this)); } void AudioOutputController::Flush() { DCHECK(message_loop_); message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoFlush, this)); } void AudioOutputController::Close(const base::Closure& closed_task) { DCHECK(!closed_task.is_null()); DCHECK(message_loop_); message_loop_->PostTaskAndReply(FROM_HERE, base::Bind( &AudioOutputController::DoClose, this), closed_task); } void AudioOutputController::SetVolume(double volume) { DCHECK(message_loop_); message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoSetVolume, this, volume)); } void AudioOutputController::DoCreate() { DCHECK(message_loop_->BelongsToCurrentThread()); // Close() can be called before DoCreate() is executed. if (state_ == kClosed) return; DCHECK(state_ == kEmpty || state_ == kRecreating) << state_; DoStopCloseAndClearStream(NULL); stream_ = audio_manager_->MakeAudioOutputStreamProxy(params_); if (!stream_) { state_ = kError; // TODO(hclam): Define error types. handler_->OnError(this, 0); return; } if (!stream_->Open()) { state_ = kError; DoStopCloseAndClearStream(NULL); // TODO(hclam): Define error types. handler_->OnError(this, 0); return; } // Everything started okay, so register for state change callbacks if we have // not already done so. if (state_ != kRecreating) audio_manager_->AddOutputDeviceChangeListener(this); // We have successfully opened the stream. Set the initial volume. stream_->SetVolume(volume_); // Finally set the state to kCreated. State original_state = state_; state_ = kCreated; // And then report we have been created if we haven't done so already. if (original_state != kRecreating) handler_->OnCreated(this); } void AudioOutputController::DoPlay() { DCHECK(message_loop_->BelongsToCurrentThread()); // We can start from created or paused state. if (state_ != kCreated && state_ != kPaused) { // If a pause is pending drop it. Otherwise the controller might hang since // the corresponding play event has already occurred. if (state_ == kPausedWhenStarting) state_ = kStarting; return; } state_ = kStarting; // Ask for first packet. sync_reader_->UpdatePendingBytes(0); // Cannot start stream immediately, should give renderer some time // to deliver data. // TODO(vrk): The polling here and in WaitTillDataReady() is pretty clunky. // Refine the API such that polling is no longer needed. (crbug.com/112196) number_polling_attempts_left_ = kPollNumAttempts; message_loop_->PostDelayedTask( FROM_HERE, base::Bind(&AudioOutputController::PollAndStartIfDataReady, weak_this_.GetWeakPtr()), TimeDelta::FromMilliseconds(kPollPauseInMilliseconds)); } void AudioOutputController::PollAndStartIfDataReady() { DCHECK(message_loop_->BelongsToCurrentThread()); // Being paranoid: do nothing if state unexpectedly changed. if ((state_ != kStarting) && (state_ != kPausedWhenStarting)) return; bool pausing = (state_ == kPausedWhenStarting); // If we are ready to start the stream, start it. // Of course we may have to stop it immediately... if (--number_polling_attempts_left_ == 0 || pausing || sync_reader_->DataReady()) { StartStream(); if (pausing) { DoPause(); } } else { message_loop_->PostDelayedTask( FROM_HERE, base::Bind(&AudioOutputController::PollAndStartIfDataReady, weak_this_.GetWeakPtr()), TimeDelta::FromMilliseconds(kPollPauseInMilliseconds)); } } void AudioOutputController::StartStream() { DCHECK(message_loop_->BelongsToCurrentThread()); 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(message_loop_->BelongsToCurrentThread()); if (stream_) { // 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(); } switch (state_) { case kStarting: // We were asked to pause while starting. There is delayed task that will // try starting playback, and there is no way to remove that task from the // queue. If we stop now that task will be executed anyway. // Delay pausing, let delayed task to do pause after it start playback. state_ = kPausedWhenStarting; break; case kPlaying: state_ = kPaused; // Send a special pause mark to the low-latency audio thread. sync_reader_->UpdatePendingBytes(kPauseMark); handler_->OnPaused(this); break; default: return; } } void AudioOutputController::DoFlush() { DCHECK(message_loop_->BelongsToCurrentThread()); // TODO(hclam): Actually flush the audio device. } void AudioOutputController::DoClose() { DCHECK(message_loop_->BelongsToCurrentThread()); if (state_ != kClosed) { DoStopCloseAndClearStream(NULL); sync_reader_->Close(); state_ = kClosed; } } void AudioOutputController::DoSetVolume(double volume) { DCHECK(message_loop_->BelongsToCurrentThread()); // 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; switch (state_) { case kCreated: case kStarting: case kPausedWhenStarting: case kPlaying: case kPaused: stream_->SetVolume(volume_); break; default: return; } } void AudioOutputController::DoReportError(int code) { DCHECK(message_loop_->BelongsToCurrentThread()); if (state_ != kClosed) handler_->OnError(this, code); } int AudioOutputController::OnMoreData(AudioBus* dest, AudioBuffersState buffers_state) { return OnMoreIOData(NULL, dest, buffers_state); } int AudioOutputController::OnMoreIOData(AudioBus* source, AudioBus* dest, AudioBuffersState buffers_state) { TRACE_EVENT0("audio", "AudioOutputController::OnMoreIOData"); { // Check state and do nothing if we are not playing. // We are on the hardware audio thread, so lock is needed. base::AutoLock auto_lock(lock_); if (state_ != kPlaying) { return 0; } } int frames = sync_reader_->Read(source, dest); sync_reader_->UpdatePendingBytes( buffers_state.total_bytes() + frames * params_.GetBytesPerFrame()); return frames; } void AudioOutputController::WaitTillDataReady() { #if defined(OS_WIN) || defined(OS_MACOSX) base::Time start = base::Time::Now(); // Wait for up to 1.5 seconds for DataReady(). 1.5 seconds was chosen because // it's larger than the playback time of the WaveOut buffer size using the // minimum supported sample rate: 4096 / 3000 = ~1.4 seconds. Even a client // expecting real time playout should be able to fill in this time. const base::TimeDelta max_wait = base::TimeDelta::FromMilliseconds(1500); while (!sync_reader_->DataReady() && ((base::Time::Now() - start) < max_wait)) { base::PlatformThread::YieldCurrentThread(); } #else // WaitTillDataReady() is deprecated and should not be used. CHECK(false); #endif } void AudioOutputController::OnError(AudioOutputStream* stream, int code) { // Handle error on the audio controller thread. message_loop_->PostTask(FROM_HERE, base::Bind( &AudioOutputController::DoReportError, this, code)); } void AudioOutputController::DoStopCloseAndClearStream(WaitableEvent* done) { DCHECK(message_loop_->BelongsToCurrentThread()); // Allow calling unconditionally and bail if we don't have a stream_ to close. if (stream_) { stream_->Stop(); stream_->Close(); stream_ = NULL; audio_manager_->RemoveOutputDeviceChangeListener(this); audio_manager_ = NULL; weak_this_.InvalidateWeakPtrs(); } // Should be last in the method, do not touch "this" from here on. if (done) done->Signal(); } void AudioOutputController::OnDeviceChange() { DCHECK(message_loop_->BelongsToCurrentThread()); // We should always have a stream by this point. CHECK(stream_); // Preserve the original state and shutdown the stream. State original_state = state_; stream_->Stop(); stream_->Close(); stream_ = NULL; // Recreate the stream, exit if we ran into an error. state_ = kRecreating; DoCreate(); if (!stream_ || state_ == kError) return; // Get us back to the original state or an equivalent state. switch (original_state) { case kStarting: case kPlaying: DoPlay(); return; case kCreated: case kPausedWhenStarting: case kPaused: // From the outside these three states are equivalent. return; default: NOTREACHED() << "Invalid original state."; } } } // namespace media