// 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. #ifndef MEDIA_AUDIO_WIN_WAVEIN_INPUT_WIN_H_ #define MEDIA_AUDIO_WIN_WAVEIN_INPUT_WIN_H_ #include #include #include "base/basictypes.h" #include "base/scoped_handle_win.h" #include "media/audio/audio_io.h" class AudioManagerWin; class PCMWaveInAudioInputStream : public AudioInputStream { public: // The ctor takes all the usual parameters, plus |manager| which is the // the audio manager who is creating this object and |device_id| which // is provided by the operating system. PCMWaveInAudioInputStream(AudioManagerWin* manager, int channels, int sampling_rate, int num_buffers, char bits_per_sample, uint32 samples_per_packet, UINT device_id); virtual ~PCMWaveInAudioInputStream(); // Implementation of AudioInputStream. virtual bool Open(); virtual void Start(AudioInputCallback* callback); virtual void Stop(); virtual void Close(); private: enum State { kStateEmpty, // Initial state. kStateReady, // Device obtained and ready to record. kStateRecording, // Recording audio. kStateStopping, // Trying to stop, waiting for callback to finish. kStateStopped, // Stopped. Device was reset. kStateClosed // Device has been released. }; // Windows calls us back with the recorded audio data here. See msdn // documentation for 'waveInProc' for details about the parameters. static void CALLBACK WaveCallback(HWAVEIN hwi, UINT msg, DWORD_PTR instance, DWORD_PTR param1, DWORD_PTR param2); // If windows reports an error this function handles it and passes it to // the attached AudioInputCallback::OnError(). void HandleError(MMRESULT error); // Allocates and prepares the memory that will be used for recording. void SetupBuffers(); // Deallocates the memory allocated in SetupBuffers. void FreeBuffers(); // Sends a buffer to the audio driver for recording. void QueueNextPacket(WAVEHDR* buffer); // Reader beware. Visual C has stronger guarantees on volatile vars than // most people expect. In fact, it has release semantics on write and // acquire semantics on reads. See the msdn documentation. volatile State state_; // The audio manager that created this input stream. We notify it when // we close so it can release its own resources. AudioManagerWin* manager_; // We use the callback mostly to periodically give the recorded audio data. AudioInputCallback* callback_; // The number of buffers of size |buffer_size_| each to use. const int num_buffers_; // The size in bytes of each audio buffer. uint32 buffer_size_; // Channels, 1 or 2. const int channels_; // The id assigned by the operating system to the selected wave output // hardware device. Usually this is just -1 which means 'default device'. UINT device_id_; // Windows native structure to encode the format parameters. WAVEFORMATEX format_; // Handle to the instance of the wave device. HWAVEIN wavein_; // Pointer to the first allocated audio buffer. This object owns it. WAVEHDR* buffer_; // An event that is signaled when the callback thread is ready to stop. ScopedHandle stopped_event_; DISALLOW_COPY_AND_ASSIGN(PCMWaveInAudioInputStream); }; #endif // MEDIA_AUDIO_WIN_WAVEIN_INPUT_WIN_H_