// 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 #include #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 Create( std::unique_ptr audio_thread, AudioLogFactory* audio_log_factory); // A convenience wrapper of AudioManager::Create for testing. static std::unique_ptr CreateForTesting( std::unique_ptr 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 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(); // Releases all audio resources. // Must be called before deletion and on the same thread as AudioManager // was created. void Shutdown(); // Log callback used for sending log messages from a stream to the object // that manages the stream. using LogCallback = base::Callback; // 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 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 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 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_