// 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. // // Audio rendering unit utilizing audio output stream provided by browser // process through IPC. // // Relationship of classes. // // AudioOutputController AudioOutputDevice // ^ ^ // | | // v IPC v // AudioRendererHost <---------> AudioOutputIPC (AudioMessageFilter) // // Transportation of audio samples from the render to the browser process // is done by using shared memory in combination with a sync socket pair // to generate a low latency transport. The AudioOutputDevice user registers an // AudioOutputDevice::RenderCallback at construction and will be polled by the // AudioOutputDevice for audio to be played out by the underlying audio layers. // // State sequences. // // Task [IO thread] IPC [IO thread] // // Start -> CreateStreamOnIOThread -----> CreateStream ------> // <- OnStreamCreated <- AudioMsg_NotifyStreamCreated <- // ---> PlayOnIOThread -----------> PlayStream --------> // // Optionally Play() / Pause() sequences may occur: // Play -> PlayOnIOThread --------------> PlayStream ---------> // Pause -> PauseOnIOThread ------------> PauseStream --------> // (note that Play() / Pause() sequences before OnStreamCreated are // deferred until OnStreamCreated, with the last valid state being used) // // AudioOutputDevice::Render => audio transport on audio thread => // | // Stop --> ShutDownOnIOThread --------> CloseStream -> Close // // This class utilizes several threads during its lifetime, namely: // 1. Creating thread. // Must be the main render thread. // 2. Control thread (may be the main render thread or another thread). // The methods: Start(), Stop(), Play(), Pause(), SetVolume() // must be called on the same thread. // 3. IO thread (internal implementation detail - not exposed to public API) // The thread within which this class receives all the IPC messages and // IPC communications can only happen in this thread. // 4. Audio transport thread (See AudioDeviceThread). // Responsible for calling the AudioThreadCallback implementation that in // turn calls AudioRendererSink::RenderCallback which feeds audio samples to // the audio layer in the browser process using sync sockets and shared // memory. // // Implementation notes: // - The user must call Stop() before deleting the class instance. #ifndef MEDIA_AUDIO_AUDIO_OUTPUT_DEVICE_H_ #define MEDIA_AUDIO_AUDIO_OUTPUT_DEVICE_H_ #include "base/basictypes.h" #include "base/bind.h" #include "base/memory/scoped_ptr.h" #include "base/memory/shared_memory.h" #include "media/audio/audio_device_thread.h" #include "media/audio/audio_output_ipc.h" #include "media/audio/audio_parameters.h" #include "media/audio/scoped_task_runner_observer.h" #include "media/base/audio_renderer_sink.h" #include "media/base/media_export.h" namespace media { class MEDIA_EXPORT AudioOutputDevice : NON_EXPORTED_BASE(public AudioRendererSink), NON_EXPORTED_BASE(public AudioOutputIPCDelegate), NON_EXPORTED_BASE(public ScopedTaskRunnerObserver) { public: // NOTE: Clients must call Initialize() before using. AudioOutputDevice( scoped_ptr ipc, const scoped_refptr& io_task_runner); // Initialize function for clients wishing to have unified input and // output, |params| may specify |input_channels| > 0, representing a // number of input channels which will be at the same sample-rate // and buffer-size as the output as specified in |params|. |session_id| is // used for the browser to select the correct input device. // In this case, the callback's RenderIO() method will be called instead // of Render(), providing the synchronized input data at the same time as // when new output data is to be rendered. void InitializeUnifiedStream(const AudioParameters& params, RenderCallback* callback, int session_id); // AudioRendererSink implementation. virtual void Initialize(const AudioParameters& params, RenderCallback* callback) OVERRIDE; virtual void Start() OVERRIDE; virtual void Stop() OVERRIDE; virtual void Play() OVERRIDE; virtual void Pause() OVERRIDE; virtual bool SetVolume(double volume) OVERRIDE; // Methods called on IO thread ---------------------------------------------- // AudioOutputIPCDelegate methods. virtual void OnStateChanged(AudioOutputIPCDelegate::State state) OVERRIDE; virtual void OnStreamCreated(base::SharedMemoryHandle handle, base::SyncSocket::Handle socket_handle, int length) OVERRIDE; virtual void OnIPCClosed() OVERRIDE; protected: // Magic required by ref_counted.h to avoid any code deleting the object // accidentally while there are references to it. friend class base::RefCountedThreadSafe; virtual ~AudioOutputDevice(); private: // Note: The ordering of members in this enum is critical to correct behavior! enum State { IPC_CLOSED, // No more IPCs can take place. IDLE, // Not started. CREATING_STREAM, // Waiting for OnStreamCreated() to be called back. PAUSED, // Paused. OnStreamCreated() has been called. Can Play()/Stop(). PLAYING, // Playing back. Can Pause()/Stop(). }; // Methods called on IO thread ---------------------------------------------- // The following methods are tasks posted on the IO thread that need to // be executed on that thread. They use AudioOutputIPC to send IPC messages // upon state changes. void CreateStreamOnIOThread(const AudioParameters& params); void PlayOnIOThread(); void PauseOnIOThread(); void ShutDownOnIOThread(); void SetVolumeOnIOThread(double volume); // base::MessageLoop::DestructionObserver implementation for the IO loop. // If the IO loop dies before we do, we shut down the audio thread from here. virtual void WillDestroyCurrentMessageLoop() OVERRIDE; AudioParameters audio_parameters_; RenderCallback* callback_; // A pointer to the IPC layer that takes care of sending requests over to // the AudioRendererHost. Only valid when state_ != IPC_CLOSED and must only // be accessed on the IO thread. scoped_ptr ipc_; // Current state (must only be accessed from the IO thread). See comments for // State enum above. State state_; // State of Play() / Pause() calls before OnStreamCreated() is called. bool play_on_start_; // The media session ID used to identify which input device to be started. // Only used by Unified IO. int session_id_; // Our audio thread callback class. See source file for details. class AudioThreadCallback; // In order to avoid a race between OnStreamCreated and Stop(), we use this // guard to control stopping and starting the audio thread. base::Lock audio_thread_lock_; AudioDeviceThread audio_thread_; scoped_ptr audio_callback_; // Temporary hack to ignore OnStreamCreated() due to the user calling Stop() // so we don't start the audio thread pointing to a potentially freed // |callback_|. // // TODO(scherkus): Replace this by changing AudioRendererSink to either accept // the callback via Start(). See http://crbug.com/151051 for details. bool stopping_hack_; DISALLOW_COPY_AND_ASSIGN(AudioOutputDevice); }; } // namespace media #endif // MEDIA_AUDIO_AUDIO_OUTPUT_DEVICE_H_