// Copyright 2013 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/clockless_audio_sink.h" #include "base/threading/simple_thread.h" #include "base/time/time.h" #include "media/base/audio_renderer_sink.h" namespace media { // Internal to ClocklessAudioSink. Class is used to call Render() on a seperate // thread, running as fast as it can read the data. class ClocklessAudioSinkThread : public base::DelegateSimpleThread::Delegate { public: explicit ClocklessAudioSinkThread(const AudioParameters& params, AudioRendererSink::RenderCallback* callback) : callback_(callback), audio_bus_(AudioBus::Create(params)), stop_event_(new base::WaitableEvent(false, false)) {} void Start() { stop_event_->Reset(); thread_.reset(new base::DelegateSimpleThread(this, "ClocklessAudioSink")); thread_->Start(); } // Generate a signal to stop calling Render(). base::TimeDelta Stop() { stop_event_->Signal(); thread_->Join(); return playback_time_; } private: // Call Render() repeatedly, keeping track of the rendering time. virtual void Run() OVERRIDE { base::TimeTicks start; while (!stop_event_->IsSignaled()) { int frames_received = callback_->Render(audio_bus_.get(), 0); if (frames_received <= 0) { // No data received, so let other threads run to provide data. base::PlatformThread::YieldCurrentThread(); } else if (start.is_null()) { // First time we processed some audio, so record the starting time. start = base::TimeTicks::HighResNow(); } else { // Keep track of the last time data was rendered. playback_time_ = base::TimeTicks::HighResNow() - start; } } } AudioRendererSink::RenderCallback* callback_; scoped_ptr audio_bus_; scoped_ptr stop_event_; scoped_ptr thread_; base::TimeDelta playback_time_; }; ClocklessAudioSink::ClocklessAudioSink() : initialized_(false), playing_(false) {} ClocklessAudioSink::~ClocklessAudioSink() {} void ClocklessAudioSink::Initialize(const AudioParameters& params, RenderCallback* callback) { DCHECK(!initialized_); thread_.reset(new ClocklessAudioSinkThread(params, callback)); initialized_ = true; } void ClocklessAudioSink::Start() { DCHECK(!playing_); } void ClocklessAudioSink::Stop() { DCHECK(initialized_); if (!playing_) return; playback_time_ = thread_->Stop(); } void ClocklessAudioSink::Play() { DCHECK(initialized_); if (playing_) return; playing_ = true; thread_->Start(); } void ClocklessAudioSink::Pause() { Stop(); } bool ClocklessAudioSink::SetVolume(double volume) { // Audio is always muted. return volume == 0.0; } } // namespace media