// 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. #ifndef MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ #define MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_ #include <windows.h> #include <mmsystem.h> #include <mmreg.h> #include "base/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/synchronization/lock.h" #include "base/win/scoped_handle.h" #include "media/audio/audio_io.h" #include "media/audio/audio_parameters.h" namespace media { 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, const AudioParameters& params, int num_buffers, UINT device_id); virtual ~PCMWaveOutAudioOutputStream(); // Implementation of AudioOutputStream. virtual bool Open(); virtual void Close(); virtual void Start(AudioSourceCallback* callback); virtual void Stop(); virtual void SetVolume(double volume); virtual void GetVolume(double* volume); // 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, // Audio is stopping, do not "feed" data to Windows. PCMA_CLOSED // Device has been released. }; // Returns pointer to the n-th buffer. inline WAVEHDR* GetBuffer(int n) const; // Size of one buffer in bytes, rounded up if necessary. inline size_t BufferSize() const; // Windows calls us back asking for more data when buffer_event_ signalled. // See MSDN for help on RegisterWaitForSingleObject() and waveOutOpen(). static void NTAPI BufferCallback(PVOID lpParameter, BOOLEAN timer_fired); // 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. void SetupBuffers(); // 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 number of buffers of size |buffer_size_| each to use. const int num_buffers_; // The size in bytes of each audio buffer, we usually have two of these. uint32 buffer_size_; // Volume level from 0 to 1. float volume_; // Channels from 0 to 8. const int channels_; // Number of bytes yet to be played in the hardware buffer. uint32 pending_bytes_; // 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. WAVEFORMATPCMEX format_; // Handle to the instance of the wave device. HWAVEOUT waveout_; // Handle to the buffer event. base::win::ScopedHandle buffer_event_; // Handle returned by RegisterWaitForSingleObject(). HANDLE waiting_handle_; // Pointer to the allocated audio buffers, we allocate all buffers in one big // chunk. This object owns them. scoped_ptr<char[]> buffers_; // Lock used to avoid the conflict when callbacks are called simultaneously. base::Lock lock_; // Container for retrieving data from AudioSourceCallback::OnMoreData(). scoped_ptr<AudioBus> audio_bus_; DISALLOW_COPY_AND_ASSIGN(PCMWaveOutAudioOutputStream); }; } // namespace media #endif // MEDIA_AUDIO_WIN_WAVEOUT_OUTPUT_WIN_H_