// 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_device.h" #include "base/debug/trace_event.h" #include "base/message_loop.h" #include "base/threading/thread_restrictions.h" #include "base/time.h" #include "media/audio/audio_output_controller.h" #include "media/audio/audio_util.h" #include "media/audio/shared_memory_util.h" #include "media/base/limits.h" namespace media { // Takes care of invoking the render callback on the audio thread. // An instance of this class is created for each capture stream in // OnStreamCreated(). class AudioOutputDevice::AudioThreadCallback : public AudioDeviceThread::Callback { public: AudioThreadCallback(const AudioParameters& audio_parameters, base::SharedMemoryHandle memory, int memory_length, AudioRendererSink::RenderCallback* render_callback); virtual ~AudioThreadCallback(); virtual void MapSharedMemory() OVERRIDE; // Called whenever we receive notifications about pending data. virtual void Process(int pending_data) OVERRIDE; private: AudioRendererSink::RenderCallback* render_callback_; scoped_ptr input_bus_; scoped_ptr output_bus_; DISALLOW_COPY_AND_ASSIGN(AudioThreadCallback); }; AudioOutputDevice::AudioOutputDevice( AudioOutputIPC* ipc, const scoped_refptr& io_loop) : ScopedLoopObserver(io_loop), callback_(NULL), ipc_(ipc), state_(IDLE), play_on_start_(true), stopping_hack_(false) { CHECK(ipc_); stream_id_ = ipc_->AddDelegate(this); } void AudioOutputDevice::Initialize(const AudioParameters& params, RenderCallback* callback) { DCHECK(!callback_) << "Calling Initialize() twice?"; DCHECK(params.IsValid()); audio_parameters_ = params; callback_ = callback; } AudioOutputDevice::~AudioOutputDevice() { // The current design requires that the user calls Stop() before deleting // this class. DCHECK(audio_thread_.IsStopped()); if (ipc_) ipc_->RemoveDelegate(stream_id_); } void AudioOutputDevice::Start() { DCHECK(callback_) << "Initialize hasn't been called"; message_loop()->PostTask(FROM_HERE, base::Bind(&AudioOutputDevice::CreateStreamOnIOThread, this, audio_parameters_)); } void AudioOutputDevice::Stop() { { base::AutoLock auto_lock(audio_thread_lock_); audio_thread_.Stop(MessageLoop::current()); stopping_hack_ = true; } message_loop()->PostTask(FROM_HERE, base::Bind(&AudioOutputDevice::ShutDownOnIOThread, this)); } void AudioOutputDevice::Play() { message_loop()->PostTask(FROM_HERE, base::Bind(&AudioOutputDevice::PlayOnIOThread, this)); } void AudioOutputDevice::Pause(bool flush) { message_loop()->PostTask(FROM_HERE, base::Bind(&AudioOutputDevice::PauseOnIOThread, this, flush)); } bool AudioOutputDevice::SetVolume(double volume) { if (volume < 0 || volume > 1.0) return false; if (!message_loop()->PostTask(FROM_HERE, base::Bind(&AudioOutputDevice::SetVolumeOnIOThread, this, volume))) { return false; } return true; } void AudioOutputDevice::CreateStreamOnIOThread(const AudioParameters& params) { DCHECK(message_loop()->BelongsToCurrentThread()); if (state_ == IDLE) { state_ = CREATING_STREAM; ipc_->CreateStream(stream_id_, params); } } void AudioOutputDevice::PlayOnIOThread() { DCHECK(message_loop()->BelongsToCurrentThread()); if (state_ == PAUSED) { ipc_->PlayStream(stream_id_); state_ = PLAYING; play_on_start_ = false; } else { play_on_start_ = true; } } void AudioOutputDevice::PauseOnIOThread(bool flush) { DCHECK(message_loop()->BelongsToCurrentThread()); if (state_ == PLAYING) { ipc_->PauseStream(stream_id_); if (flush) ipc_->FlushStream(stream_id_); state_ = PAUSED; } else { // Note that |flush| isn't relevant here since this is the case where // the stream is first starting. } play_on_start_ = false; } void AudioOutputDevice::ShutDownOnIOThread() { DCHECK(message_loop()->BelongsToCurrentThread()); // Make sure we don't call shutdown more than once. if (state_ >= CREATING_STREAM) { ipc_->CloseStream(stream_id_); state_ = IDLE; } // We can run into an issue where ShutDownOnIOThread is called right after // OnStreamCreated is called in cases where Start/Stop are called before we // get the OnStreamCreated callback. To handle that corner case, we call // Stop(). In most cases, the thread will already be stopped. // // Another situation is when the IO thread goes away before Stop() is called // in which case, we cannot use the message loop to close the thread handle // and can't rely on the main thread existing either. base::AutoLock auto_lock_(audio_thread_lock_); base::ThreadRestrictions::ScopedAllowIO allow_io; audio_thread_.Stop(NULL); audio_callback_.reset(); stopping_hack_ = false; } void AudioOutputDevice::SetVolumeOnIOThread(double volume) { DCHECK(message_loop()->BelongsToCurrentThread()); if (state_ >= CREATING_STREAM) ipc_->SetVolume(stream_id_, volume); } void AudioOutputDevice::OnStateChanged(AudioOutputIPCDelegate::State state) { DCHECK(message_loop()->BelongsToCurrentThread()); // Do nothing if the stream has been closed. if (state_ < CREATING_STREAM) return; if (state == AudioOutputIPCDelegate::kError) { DLOG(WARNING) << "AudioOutputDevice::OnStateChanged(kError)"; // Don't dereference the callback object if the audio thread // is stopped or stopping. That could mean that the callback // object has been deleted. // TODO(tommi): Add an explicit contract for clearing the callback // object. Possibly require calling Initialize again or provide // a callback object via Start() and clear it in Stop(). if (!audio_thread_.IsStopped()) callback_->OnRenderError(); } } void AudioOutputDevice::OnStreamCreated( base::SharedMemoryHandle handle, base::SyncSocket::Handle socket_handle, int length) { DCHECK(message_loop()->BelongsToCurrentThread()); #if defined(OS_WIN) DCHECK(handle); DCHECK(socket_handle); #else DCHECK_GE(handle.fd, 0); DCHECK_GE(socket_handle, 0); #endif if (state_ != CREATING_STREAM) return; // We can receive OnStreamCreated() on the IO thread after the client has // called Stop() but before ShutDownOnIOThread() is processed. In such a // situation |callback_| might point to freed memory. Instead of starting // |audio_thread_| do nothing and wait for ShutDownOnIOThread() to get called. // // TODO(scherkus): The real fix is to have sane ownership semantics. The fact // that |callback_| (which should own and outlive this object!) can point to // freed memory is a mess. AudioRendererSink should be non-refcounted so that // owners (WebRtcAudioDeviceImpl, AudioRendererImpl, etc...) can Stop() and // delete as they see fit. AudioOutputDevice should internally use WeakPtr // to handle teardown and thread hopping. See http://crbug.com/151051 for // details. base::AutoLock auto_lock(audio_thread_lock_); if (stopping_hack_) return; DCHECK(audio_thread_.IsStopped()); audio_callback_.reset(new AudioOutputDevice::AudioThreadCallback( audio_parameters_, handle, length, callback_)); audio_thread_.Start(audio_callback_.get(), socket_handle, "AudioOutputDevice"); state_ = PAUSED; // We handle the case where Play() and/or Pause() may have been called // multiple times before OnStreamCreated() gets called. if (play_on_start_) PlayOnIOThread(); } void AudioOutputDevice::OnIPCClosed() { DCHECK(message_loop()->BelongsToCurrentThread()); state_ = IPC_CLOSED; ipc_ = NULL; } void AudioOutputDevice::WillDestroyCurrentMessageLoop() { LOG(ERROR) << "IO loop going away before the audio device has been stopped"; ShutDownOnIOThread(); } // AudioOutputDevice::AudioThreadCallback AudioOutputDevice::AudioThreadCallback::AudioThreadCallback( const AudioParameters& audio_parameters, base::SharedMemoryHandle memory, int memory_length, AudioRendererSink::RenderCallback* render_callback) : AudioDeviceThread::Callback(audio_parameters, memory, memory_length), render_callback_(render_callback) { } AudioOutputDevice::AudioThreadCallback::~AudioThreadCallback() { } void AudioOutputDevice::AudioThreadCallback::MapSharedMemory() { shared_memory_.Map(TotalSharedMemorySizeInBytes(memory_length_)); // Calculate output and input memory size. int output_memory_size = AudioBus::CalculateMemorySize(audio_parameters_); int input_channels = audio_parameters_.input_channels(); int frames = audio_parameters_.frames_per_buffer(); int input_memory_size = AudioBus::CalculateMemorySize(input_channels, frames); int io_size = output_memory_size + input_memory_size; DCHECK_EQ(memory_length_, io_size); output_bus_ = AudioBus::WrapMemory(audio_parameters_, shared_memory_.memory()); if (input_channels > 0) { // The input data is after the output data. char* input_data = static_cast(shared_memory_.memory()) + output_memory_size; input_bus_ = AudioBus::WrapMemory(input_channels, frames, input_data); } } // Called whenever we receive notifications about pending data. void AudioOutputDevice::AudioThreadCallback::Process(int pending_data) { if (pending_data == kPauseMark) { memset(shared_memory_.memory(), 0, memory_length_); SetActualDataSizeInBytes(&shared_memory_, memory_length_, 0); return; } // Convert the number of pending bytes in the render buffer // into milliseconds. int audio_delay_milliseconds = pending_data / bytes_per_ms_; TRACE_EVENT0("audio", "AudioOutputDevice::FireRenderCallback"); // Update the audio-delay measurement then ask client to render audio. Since // |output_bus_| is wrapping the shared memory the Render() call is writing // directly into the shared memory. int input_channels = audio_parameters_.input_channels(); size_t num_frames = audio_parameters_.frames_per_buffer(); if (input_bus_.get() && input_channels > 0) { render_callback_->RenderIO(input_bus_.get(), output_bus_.get(), audio_delay_milliseconds); } else { num_frames = render_callback_->Render(output_bus_.get(), audio_delay_milliseconds); } // Let the host know we are done. // TODO(dalecurtis): Technically this is not always correct. Due to channel // padding for alignment, there may be more data available than this. We're // relying on AudioSyncReader::Read() to parse this with that in mind. Rename // these methods to Set/GetActualFrameCount(). SetActualDataSizeInBytes( &shared_memory_, memory_length_, num_frames * sizeof(*output_bus_->channel(0)) * output_bus_->channels()); } } // namespace media.