// 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_DEVICE_THREAD_H_ #define MEDIA_AUDIO_AUDIO_DEVICE_THREAD_H_ #include "base/basictypes.h" #include "base/memory/ref_counted.h" #include "base/memory/scoped_ptr.h" #include "base/memory/shared_memory.h" #include "base/sync_socket.h" #include "base/synchronization/lock.h" #include "media/audio/audio_parameters.h" #include "media/base/media_export.h" namespace base { class MessageLoop; } namespace media { class AudioBus; // Data transfer between browser and render process uses a combination // of sync sockets and shared memory. To read from the socket and render // data, we use a worker thread, a.k.a. the AudioDeviceThread, which reads // data from the browser via the socket and fills the shared memory from the // audio thread via the AudioDeviceThread::Callback interface/class. // For more details see the documentation in audio_device.h. // // TODO(tommi): Multiple audio input/output device instances should be able to // share the same thread instead of spinning one per instance. class MEDIA_EXPORT AudioDeviceThread { public: // This is the callback interface/base class that Audio[Output|Input]Device // implements to render input/output data. The callbacks run on the // thread owned by AudioDeviceThread. class Callback { public: Callback(const AudioParameters& audio_parameters, base::SharedMemoryHandle memory, int memory_length, int total_segments); virtual ~Callback(); // One time initialization for the callback object on the audio thread. void InitializeOnAudioThread(); // Derived implementations must call shared_memory_.Map appropriately // before Process can be called. virtual void MapSharedMemory() = 0; // Called whenever we receive notifications about pending data. virtual void Process(int pending_data) = 0; protected: // Protected so that derived classes can access directly. // The variables are 'const' since values are calculated/set in the // constructor and must never change. const AudioParameters audio_parameters_; const int samples_per_ms_; const int bytes_per_ms_; base::SharedMemory shared_memory_; const int memory_length_; const int total_segments_; int segment_length_; private: DISALLOW_COPY_AND_ASSIGN(Callback); }; AudioDeviceThread(); ~AudioDeviceThread(); // Starts the audio thread. The thread must not already be running. If // |sychronized_buffers| is set, the browser expects to be notified via the // |socket| every time AudioDeviceThread::Process() completes. void Start(AudioDeviceThread::Callback* callback, base::SyncSocket::Handle socket, const char* thread_name, bool synchronized_buffers); // This tells the audio thread to stop and clean up the data. // The method can stop the thread synchronously or asynchronously. // In the latter case, the thread will still be running after Stop() // returns, but the callback pointer is cleared so no further callbacks will // be made (IOW after Stop() returns, it is safe to delete the callback). // The |loop_for_join| parameter is required for asynchronous operation // in order to join the worker thread and close the thread handle later via a // posted task. // If set to NULL, function will wait for the thread to exit before returning. void Stop(base::MessageLoop* loop_for_join); // Returns true if the thread is stopped or stopping. bool IsStopped(); private: // Our own private SimpleThread override. We implement this in a // private class so that we get the following benefits: // 1) AudioDeviceThread doesn't expose SimpleThread methods. // I.e. the caller can't call Start()/Stop() - which would be bad. // 2) We override ThreadMain to add additional on-thread initialization // while still synchronized with SimpleThread::Start() to provide // reliable initialization. class Thread; base::Lock thread_lock_; scoped_refptr thread_; DISALLOW_COPY_AND_ASSIGN(AudioDeviceThread); }; } // namespace media. #endif // MEDIA_AUDIO_AUDIO_DEVICE_THREAD_H_