// Copyright (c) 2006-2008 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_WAVEOUT_OUTPUT_WIN_H_ #define MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ #include #include #include "base/basictypes.h" #include "base/scoped_handle_win.h" #include "media/audio/audio_output.h" class AudioManagerWin; // Implements PCM audio output support for Windows using the WaveXXX API. // While not as nice as the DirectSound-based API, it should work in all target // operating systems regardless or DirectX version installed. It is known that // in some machines WaveXXX based audio is better while in others DirectSound // is better. // // Important: the OnXXXX functions in AudioSourceCallback are called by more // than one thread so it is important to have some form of synchronization if // you are keeping state in it. class PCMWaveOutAudioOutputStream : public AudioOutputStream { 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. PCMWaveOutAudioOutputStream(AudioManagerWin* manager, int channels, int sampling_rate, char bits_per_sample, UINT device_id); virtual ~PCMWaveOutAudioOutputStream(); // Implementation of AudioOutputStream. virtual bool Open(size_t packet_size); virtual void Close(); virtual void Start(AudioSourceCallback* callback); virtual void Stop(); virtual void SetVolume(double left_level, double right_level); virtual void GetVolume(double* left_level, double* right_level); // Sends a buffer to the audio driver for playback. void QueueNextPacket(WAVEHDR* buffer); private: enum State { PCMA_BRAND_NEW, // Initial state. PCMA_READY, // Device obtained and ready to play. PCMA_PLAYING, // Playing audio. PCMA_STOPPING, // Trying to stop, waiting for callback to finish. PCMA_STOPPED, // Stopped. Device was reset. PCMA_CLOSED // Device has been released. }; // Windows calls us back to feed more data to the device here. See msdn // documentation for 'waveOutProc' for details about the parameters. static void CALLBACK WaveCallback(HWAVEOUT hwo, 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 AudioSourceCallback::OnError(). void HandleError(MMRESULT error); // Allocates and prepares the memory that will be used for playback. Only // two buffers are created. void SetupBuffers(size_t rq_size); // Deallocates the memory allocated in SetupBuffers. void FreeBuffers(); // 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 output stream. We notify it when // we close so it can release its own resources. AudioManagerWin* manager_; // We use the callback mostly to periodically request more audio data. AudioSourceCallback* callback_; // The size in bytes of each audio buffer, we usually have two of these. size_t buffer_size_; // Volume level from 0 to 1. float volume_; // Channels from 0 to 6. 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. HWAVEOUT waveout_; // 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(PCMWaveOutAudioOutputStream); }; #endif // MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_