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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.
#ifndef MEDIA_AUDIO_AUDIO_MANAGER_H_
#define MEDIA_AUDIO_AUDIO_MANAGER_H_
#include <memory>
#include <string>
#include "base/callback_forward.h"
#include "base/gtest_prod_util.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/strings/string16.h"
#include "base/threading/thread_checker.h"
#include "build/build_config.h"
#include "media/audio/audio_device_description.h"
#include "media/audio/audio_logging.h"
#include "media/audio/audio_thread.h"
#include "media/base/audio_parameters.h"
namespace base {
class FilePath;
class SingleThreadTaskRunner;
}
namespace media {
class AudioInputStream;
class AudioManager;
class AudioOutputStream;
// Manages all audio resources. Provides some convenience functions that avoid
// the need to provide iterators over the existing streams.
//
// Except on OSX, a hang monitor for the audio thread is always created. When a
// thread hang is detected, it is reported to UMA.
class MEDIA_EXPORT AudioManager {
public:
virtual ~AudioManager();
// Construct the audio manager; only one instance is allowed.
//
// The manager will forward CreateAudioLog() calls to the provided
// AudioLogFactory; as such |audio_log_factory| must outlive the AudioManager.
//
// The manager will use |audio_thread->GetTaskRunner()| for audio IO.
// On OS_MACOSX, CoreAudio requires that |audio_thread->GetTaskRunner()|
// must belong to the main thread of the process, which in our case is sadly
// the browser UI thread. Failure to execute calls on the right thread leads
// to crashes and odd behavior. See http://crbug.com/158170.
//
// The manager will use |audio_thread->GetWorkerTaskRunner()| for heavyweight
// tasks. The |audio_thread->GetWorkerTaskRunner()| may be the same as
// |audio_thread->GetTaskRunner()|.
static std::unique_ptr<AudioManager> Create(
std::unique_ptr<AudioThread> audio_thread,
AudioLogFactory* audio_log_factory);
// A convenience wrapper of AudioManager::Create for testing.
static std::unique_ptr<AudioManager> CreateForTesting(
std::unique_ptr<AudioThread> audio_thread);
// Starts monitoring AudioManager task runner for hangs.
// Runs the monitor on the given |task_runner|, which must be different from
// AudioManager::GetTaskRunner to be meaningful.
// This must be called only after an AudioManager instance is created.
static void StartHangMonitorIfNeeded(
scoped_refptr<base::SingleThreadTaskRunner> task_runner);
#if defined(OS_LINUX)
// Sets the name of the audio source as seen by external apps. Only actually
// used with PulseAudio as of this writing.
static void SetGlobalAppName(const std::string& app_name);
// Returns the app name or an empty string if it is not set.
static const std::string& GetGlobalAppName();
#endif
// Returns the pointer to the last created instance, or NULL if not yet
// created. This is a utility method for the code outside of media directory,
// like src/chrome.
static AudioManager* Get();
// Synchronously releases all audio resources.
// Must be called before deletion and on the same thread as AudioManager
// was created.
// Returns true on success but false if AudioManager could not be shutdown.
// AudioManager instance must not be deleted if shutdown failed.
bool Shutdown();
// Log callback used for sending log messages from a stream to the object
// that manages the stream.
using LogCallback = base::Callback<void(const std::string&)>;
// Factory for all the supported stream formats. |params| defines parameters
// of the audio stream to be created.
//
// |params.sample_per_packet| is the requested buffer allocation which the
// audio source thinks it can usually fill without blocking. Internally two
// or three buffers are created, one will be locked for playback and one will
// be ready to be filled in the call to AudioSourceCallback::OnMoreData().
//
// To create a stream for the default output device, pass an empty string
// for |device_id|, otherwise the specified audio device will be opened.
//
// Returns NULL if the combination of the parameters is not supported, or if
// we have reached some other platform specific limit.
//
// |params.format| can be set to AUDIO_PCM_LOW_LATENCY and that has two
// effects:
// 1- Instead of triple buffered the audio will be double buffered.
// 2- A low latency driver or alternative audio subsystem will be used when
// available.
//
// Do not free the returned AudioOutputStream. It is owned by AudioManager.
virtual AudioOutputStream* MakeAudioOutputStream(
const AudioParameters& params,
const std::string& device_id,
const LogCallback& log_callback) = 0;
// Creates new audio output proxy. A proxy implements
// AudioOutputStream interface, but unlike regular output stream
// created with MakeAudioOutputStream() it opens device only when a
// sound is actually playing.
virtual AudioOutputStream* MakeAudioOutputStreamProxy(
const AudioParameters& params,
const std::string& device_id) = 0;
// Factory to create audio recording streams.
// |channels| can be 1 or 2.
// |sample_rate| is in hertz and can be any value supported by the platform.
// |bits_per_sample| can be any value supported by the platform.
// |samples_per_packet| is in hertz as well and can be 0 to |sample_rate|,
// with 0 suggesting that the implementation use a default value for that
// platform.
// Returns NULL if the combination of the parameters is not supported, or if
// we have reached some other platform specific limit.
//
// Do not free the returned AudioInputStream. It is owned by AudioManager.
// When you are done with it, call |Stop()| and |Close()| to release it.
virtual AudioInputStream* MakeAudioInputStream(
const AudioParameters& params,
const std::string& device_id,
const LogCallback& log_callback) = 0;
// Returns the task runner used for audio IO.
base::SingleThreadTaskRunner* GetTaskRunner() const {
return audio_thread_->GetTaskRunner();
}
// Heavyweight tasks should use GetWorkerTaskRunner() instead of
// GetTaskRunner(). On most platforms they are the same, but some share the
// UI loop with the audio IO loop.
base::SingleThreadTaskRunner* GetWorkerTaskRunner() const {
return audio_thread_->GetWorkerTaskRunner();
}
// Allows clients to listen for device state changes; e.g. preferred sample
// rate or channel layout changes. The typical response to receiving this
// callback is to recreate the stream.
class AudioDeviceListener {
public:
virtual void OnDeviceChange() = 0;
};
virtual void AddOutputDeviceChangeListener(AudioDeviceListener* listener) = 0;
virtual void RemoveOutputDeviceChangeListener(
AudioDeviceListener* listener) = 0;
// Create a new AudioLog object for tracking the behavior for one or more
// instances of the given component. See AudioLogFactory for more details.
virtual std::unique_ptr<AudioLog> CreateAudioLog(
AudioLogFactory::AudioComponent component) = 0;
// Enable output debug recording. InitializeOutputDebugRecording() must be
// called before this function.
// TODO(grunell): Control input debug recording via these functions too.
virtual void EnableOutputDebugRecording(
const base::FilePath& base_file_name) = 0;
// Disable output debug recording.
virtual void DisableOutputDebugRecording() = 0;
// Gets the name of the audio manager (e.g., Windows, Mac, PulseAudio).
virtual const char* GetName() = 0;
// Limits the number of streams that can be created for testing purposes.
virtual void SetMaxStreamCountForTesting(int max_input, int max_output);
protected:
FRIEND_TEST_ALL_PREFIXES(AudioManagerTest, AudioDebugRecording);
friend class AudioDeviceInfoAccessorForTests;
explicit AudioManager(std::unique_ptr<AudioThread> audio_thread);
virtual void ShutdownOnAudioThread() = 0;
// Initializes output debug recording. Can be called on any thread; will post
// to the audio thread if not called on it.
virtual void InitializeOutputDebugRecording() = 0;
// Returns true if the OS reports existence of audio devices. This does not
// guarantee that the existing devices support all formats and sample rates.
virtual bool HasAudioOutputDevices() = 0;
// Returns true if the OS reports existence of audio recording devices. This
// does not guarantee that the existing devices support all formats and
// sample rates.
virtual bool HasAudioInputDevices() = 0;
// Returns a human readable string for the model/make of the active audio
// input device for this computer.
virtual base::string16 GetAudioInputDeviceModel() = 0;
// Opens the platform default audio input settings UI.
// Note: This could invoke an external application/preferences pane, so
// ideally must not be called from the UI thread or other time sensitive
// threads to avoid blocking the rest of the application.
virtual void ShowAudioInputSettings() = 0;
// Appends a list of available input devices to |device_descriptions|,
// which must initially be empty. It is not guaranteed that all the
// devices in the list support all formats and sample rates for
// recording.
//
// Not threadsafe; in production this should only be called from the
// Audio worker thread (see GetTaskRunner()).
virtual void GetAudioInputDeviceDescriptions(
AudioDeviceDescriptions* device_descriptions) = 0;
// Appends a list of available output devices to |device_descriptions|,
// which must initially be empty.
//
// Not threadsafe; in production this should only be called from the
// Audio worker thread (see GetTaskRunner()).
virtual void GetAudioOutputDeviceDescriptions(
AudioDeviceDescriptions* device_descriptions) = 0;
// Returns the default output hardware audio parameters for opening output
// streams. It is a convenience interface to
// AudioManagerBase::GetPreferredOutputStreamParameters and each AudioManager
// does not need their own implementation to this interface.
// TODO(tommi): Remove this method and use GetOutputStreamParameteres instead.
virtual AudioParameters GetDefaultOutputStreamParameters() = 0;
// Returns the output hardware audio parameters for a specific output device.
virtual AudioParameters GetOutputStreamParameters(
const std::string& device_id) = 0;
// Returns the input hardware audio parameters of the specific device
// for opening input streams. Each AudioManager needs to implement their own
// version of this interface.
virtual AudioParameters GetInputStreamParameters(
const std::string& device_id) = 0;
// Returns the device id of an output device that belongs to the same hardware
// as the specified input device.
// If the hardware has only an input device (e.g. a webcam), the return value
// will be empty (which the caller can then interpret to be the default output
// device). Implementations that don't yet support this feature, must return
// an empty string. Must be called on the audio worker thread (see
// GetTaskRunner()).
virtual std::string GetAssociatedOutputDeviceID(
const std::string& input_device_id) = 0;
private:
friend class AudioSystemImpl;
std::unique_ptr<AudioThread> audio_thread_;
bool shutdown_ = false; // True after |this| has been shutdown.
THREAD_CHECKER(thread_checker_);
DISALLOW_COPY_AND_ASSIGN(AudioManager);
};
} // namespace media
#endif // MEDIA_AUDIO_AUDIO_MANAGER_H_