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authorZeno Albisser <zeno.albisser@digia.com>2013-08-15 21:46:11 +0200
committerZeno Albisser <zeno.albisser@digia.com>2013-08-15 21:46:11 +0200
commit679147eead574d186ebf3069647b4c23e8ccace6 (patch)
treefc247a0ac8ff119f7c8550879ebb6d3dd8d1ff69 /chromium/media/audio/win/audio_low_latency_output_win.h
Initial import.
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+// 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.
+
+// Implementation of AudioOutputStream for Windows using Windows Core Audio
+// WASAPI for low latency rendering.
+//
+// Overview of operation and performance:
+//
+// - An object of WASAPIAudioOutputStream is created by the AudioManager
+// factory.
+// - Next some thread will call Open(), at that point the underlying
+// Core Audio APIs are utilized to create two WASAPI interfaces called
+// IAudioClient and IAudioRenderClient.
+// - Then some thread will call Start(source).
+// A thread called "wasapi_render_thread" is started and this thread listens
+// on an event signal which is set periodically by the audio engine to signal
+// render events. As a result, OnMoreData() will be called and the registered
+// client is then expected to provide data samples to be played out.
+// - At some point, a thread will call Stop(), which stops and joins the
+// render thread and at the same time stops audio streaming.
+// - The same thread that called stop will call Close() where we cleanup
+// and notify the audio manager, which likely will destroy this object.
+// - A total typical delay of 35 ms contains three parts:
+// o Audio endpoint device period (~10 ms).
+// o Stream latency between the buffer and endpoint device (~5 ms).
+// o Endpoint buffer (~20 ms to ensure glitch-free rendering).
+//
+// Implementation notes:
+//
+// - The minimum supported client is Windows Vista.
+// - This implementation is single-threaded, hence:
+// o Construction and destruction must take place from the same thread.
+// o All APIs must be called from the creating thread as well.
+// - It is required to first acquire the native audio parameters of the default
+// output device and then use the same rate when creating this object. Use
+// e.g. WASAPIAudioOutputStream::HardwareSampleRate() to retrieve the sample
+// rate. Open() will fail unless "perfect" audio parameters are utilized.
+// - Calling Close() also leads to self destruction.
+// - Support for 8-bit audio has not yet been verified and tested.
+//
+// Core Audio API details:
+//
+// - The public API methods (Open(), Start(), Stop() and Close()) must be
+// called on constructing thread. The reason is that we want to ensure that
+// the COM environment is the same for all API implementations.
+// - Utilized MMDevice interfaces:
+// o IMMDeviceEnumerator
+// o IMMDevice
+// - Utilized WASAPI interfaces:
+// o IAudioClient
+// o IAudioRenderClient
+// - The stream is initialized in shared mode and the processing of the
+// audio buffer is event driven.
+// - The Multimedia Class Scheduler service (MMCSS) is utilized to boost
+// the priority of the render thread.
+// - Audio-rendering endpoint devices can have three roles:
+// Console (eConsole), Communications (eCommunications), and Multimedia
+// (eMultimedia). Search for "Device Roles" on MSDN for more details.
+//
+// Threading details:
+//
+// - It is assumed that this class is created on the audio thread owned
+// by the AudioManager.
+// - It is a requirement to call the following methods on the same audio
+// thread: Open(), Start(), Stop(), and Close().
+// - Audio rendering is performed on the audio render thread, owned by this
+// class, and the AudioSourceCallback::OnMoreData() method will be called
+// from this thread. Stream switching also takes place on the audio-render
+// thread.
+//
+// Experimental exclusive mode:
+//
+// - It is possible to open up a stream in exclusive mode by using the
+// --enable-exclusive-audio command line flag.
+// - The internal buffering scheme is less flexible for exclusive streams.
+// Hence, some manual tuning will be required before deciding what frame
+// size to use. See the WinAudioOutputTest unit test for more details.
+// - If an application opens a stream in exclusive mode, the application has
+// exclusive use of the audio endpoint device that plays the stream.
+// - Exclusive-mode should only be utilized when the lowest possible latency
+// is important.
+// - In exclusive mode, the client can choose to open the stream in any audio
+// format that the endpoint device supports, i.e. not limited to the device's
+// current (default) configuration.
+// - Initial measurements on Windows 7 (HP Z600 workstation) have shown that
+// the lowest possible latencies we can achieve on this machine are:
+// o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer.
+// o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer.
+// - See http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx
+// for more details.
+
+#ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_
+#define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_
+
+#include <Audioclient.h>
+#include <MMDeviceAPI.h>
+
+#include <string>
+
+#include "base/compiler_specific.h"
+#include "base/memory/scoped_ptr.h"
+#include "base/threading/platform_thread.h"
+#include "base/threading/simple_thread.h"
+#include "base/win/scoped_co_mem.h"
+#include "base/win/scoped_com_initializer.h"
+#include "base/win/scoped_comptr.h"
+#include "base/win/scoped_handle.h"
+#include "media/audio/audio_io.h"
+#include "media/audio/audio_parameters.h"
+#include "media/base/media_export.h"
+
+namespace media {
+
+class AudioManagerWin;
+
+// AudioOutputStream implementation using Windows Core Audio APIs.
+class MEDIA_EXPORT WASAPIAudioOutputStream :
+ public AudioOutputStream,
+ public base::DelegateSimpleThread::Delegate {
+ public:
+ // The ctor takes all the usual parameters, plus |manager| which is the
+ // the audio manager who is creating this object.
+ WASAPIAudioOutputStream(AudioManagerWin* manager,
+ const AudioParameters& params,
+ ERole device_role);
+
+ // The dtor is typically called by the AudioManager only and it is usually
+ // triggered by calling AudioOutputStream::Close().
+ virtual ~WASAPIAudioOutputStream();
+
+ // Implementation of AudioOutputStream.
+ virtual bool Open() OVERRIDE;
+ virtual void Start(AudioSourceCallback* callback) OVERRIDE;
+ virtual void Stop() OVERRIDE;
+ virtual void Close() OVERRIDE;
+ virtual void SetVolume(double volume) OVERRIDE;
+ virtual void GetVolume(double* volume) OVERRIDE;
+
+ // Retrieves the number of channels the audio engine uses for its internal
+ // processing/mixing of shared-mode streams for the default endpoint device.
+ static int HardwareChannelCount();
+
+ // Retrieves the channel layout the audio engine uses for its internal
+ // processing/mixing of shared-mode streams for the default endpoint device.
+ // Note that we convert an internal channel layout mask (see ChannelMask())
+ // into a Chrome-specific channel layout enumerator in this method, hence
+ // the match might not be perfect.
+ static ChannelLayout HardwareChannelLayout();
+
+ // Retrieves the sample rate the audio engine uses for its internal
+ // processing/mixing of shared-mode streams for the default endpoint device.
+ static int HardwareSampleRate();
+
+ // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used
+ // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default).
+ static AUDCLNT_SHAREMODE GetShareMode();
+
+ bool started() const { return render_thread_.get() != NULL; }
+
+ private:
+ // DelegateSimpleThread::Delegate implementation.
+ virtual void Run() OVERRIDE;
+
+ // Core part of the thread loop which controls the actual rendering.
+ // Checks available amount of space in the endpoint buffer and reads
+ // data from the client to fill up the buffer without causing audio
+ // glitches.
+ void RenderAudioFromSource(IAudioClock* audio_clock, UINT64 device_frequency);
+
+ // Issues the OnError() callback to the |sink_|.
+ void HandleError(HRESULT err);
+
+ // Called when the device will be opened in exclusive mode and use the
+ // application specified format.
+ // TODO(henrika): rewrite and move to CoreAudioUtil when removing flag
+ // for exclusive audio mode.
+ HRESULT ExclusiveModeInitialization(IAudioClient* client,
+ HANDLE event_handle,
+ uint32* endpoint_buffer_size);
+
+ // Contains the thread ID of the creating thread.
+ base::PlatformThreadId creating_thread_id_;
+
+ // Our creator, the audio manager needs to be notified when we close.
+ AudioManagerWin* manager_;
+
+ // Rendering is driven by this thread (which has no message loop).
+ // All OnMoreData() callbacks will be called from this thread.
+ scoped_ptr<base::DelegateSimpleThread> render_thread_;
+
+ // Contains the desired audio format which is set up at construction.
+ // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE.
+ // Use this for multiple channel and hi-resolution PCM data.
+ WAVEFORMATPCMEX format_;
+
+ // Set to true when stream is successfully opened.
+ bool opened_;
+
+ // We check if the input audio parameters are identical (bit depth is
+ // excluded) to the preferred (native) audio parameters during construction.
+ // Open() will fail if |audio_parameters_are_valid_| is false.
+ bool audio_parameters_are_valid_;
+
+ // Volume level from 0 to 1.
+ float volume_;
+
+ // Size in audio frames of each audio packet where an audio packet
+ // is defined as the block of data which the source is expected to deliver
+ // in each OnMoreData() callback.
+ size_t packet_size_frames_;
+
+ // Size in bytes of each audio packet.
+ size_t packet_size_bytes_;
+
+ // Size in milliseconds of each audio packet.
+ float packet_size_ms_;
+
+ // Length of the audio endpoint buffer.
+ uint32 endpoint_buffer_size_frames_;
+
+ // Defines the role that the system has assigned to an audio endpoint device.
+ ERole device_role_;
+
+ // The sharing mode for the connection.
+ // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE
+ // where AUDCLNT_SHAREMODE_SHARED is the default.
+ AUDCLNT_SHAREMODE share_mode_;
+
+ // Counts the number of audio frames written to the endpoint buffer.
+ UINT64 num_written_frames_;
+
+ // Pointer to the client that will deliver audio samples to be played out.
+ AudioSourceCallback* source_;
+
+ // An IMMDeviceEnumerator interface which represents a device enumerator.
+ base::win::ScopedComPtr<IMMDeviceEnumerator> device_enumerator_;
+
+ // An IAudioClient interface which enables a client to create and initialize
+ // an audio stream between an audio application and the audio engine.
+ base::win::ScopedComPtr<IAudioClient> audio_client_;
+
+ // The IAudioRenderClient interface enables a client to write output
+ // data to a rendering endpoint buffer.
+ base::win::ScopedComPtr<IAudioRenderClient> audio_render_client_;
+
+ // The audio engine will signal this event each time a buffer becomes
+ // ready to be filled by the client.
+ base::win::ScopedHandle audio_samples_render_event_;
+
+ // This event will be signaled when rendering shall stop.
+ base::win::ScopedHandle stop_render_event_;
+
+ // Container for retrieving data from AudioSourceCallback::OnMoreData().
+ scoped_ptr<AudioBus> audio_bus_;
+
+ DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream);
+};
+
+} // namespace media
+
+#endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_