// 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. // Implementation of AudioOutputStream for Windows using Windows Core Audio // WASAPI for low latency rendering. // // Overview of operation and performance: // // - An object of WASAPIAudioOutputStream is created by the AudioManager // factory. // - Next some thread will call Open(), at that point the underlying // Core Audio APIs are utilized to create two WASAPI interfaces called // IAudioClient and IAudioRenderClient. // - Then some thread will call Start(source). // A thread called "wasapi_render_thread" is started and this thread listens // on an event signal which is set periodically by the audio engine to signal // render events. As a result, OnMoreData() will be called and the registered // client is then expected to provide data samples to be played out. // - At some point, a thread will call Stop(), which stops and joins the // render thread and at the same time stops audio streaming. // - The same thread that called stop will call Close() where we cleanup // and notify the audio manager, which likely will destroy this object. // - A total typical delay of 35 ms contains three parts: // o Audio endpoint device period (~10 ms). // o Stream latency between the buffer and endpoint device (~5 ms). // o Endpoint buffer (~20 ms to ensure glitch-free rendering). // // Implementation notes: // // - The minimum supported client is Windows Vista. // - This implementation is single-threaded, hence: // o Construction and destruction must take place from the same thread. // o All APIs must be called from the creating thread as well. // - It is required to first acquire the native audio parameters of the default // output device and then use the same rate when creating this object. Use // e.g. WASAPIAudioOutputStream::HardwareSampleRate() to retrieve the sample // rate. Open() will fail unless "perfect" audio parameters are utilized. // - Calling Close() also leads to self destruction. // - Support for 8-bit audio has not yet been verified and tested. // // Core Audio API details: // // - The public API methods (Open(), Start(), Stop() and Close()) must be // called on constructing thread. The reason is that we want to ensure that // the COM environment is the same for all API implementations. // - Utilized MMDevice interfaces: // o IMMDeviceEnumerator // o IMMDevice // - Utilized WASAPI interfaces: // o IAudioClient // o IAudioRenderClient // - The stream is initialized in shared mode and the processing of the // audio buffer is event driven. // - The Multimedia Class Scheduler service (MMCSS) is utilized to boost // the priority of the render thread. // - Audio-rendering endpoint devices can have three roles: // Console (eConsole), Communications (eCommunications), and Multimedia // (eMultimedia). Search for "Device Roles" on MSDN for more details. // // Threading details: // // - It is assumed that this class is created on the audio thread owned // by the AudioManager. // - It is a requirement to call the following methods on the same audio // thread: Open(), Start(), Stop(), and Close(). // - Audio rendering is performed on the audio render thread, owned by this // class, and the AudioSourceCallback::OnMoreData() method will be called // from this thread. Stream switching also takes place on the audio-render // thread. // // Experimental exclusive mode: // // - It is possible to open up a stream in exclusive mode by using the // --enable-exclusive-audio command line flag. // - The internal buffering scheme is less flexible for exclusive streams. // Hence, some manual tuning will be required before deciding what frame // size to use. See the WinAudioOutputTest unit test for more details. // - If an application opens a stream in exclusive mode, the application has // exclusive use of the audio endpoint device that plays the stream. // - Exclusive-mode should only be utilized when the lowest possible latency // is important. // - In exclusive mode, the client can choose to open the stream in any audio // format that the endpoint device supports, i.e. not limited to the device's // current (default) configuration. // - Initial measurements on Windows 7 (HP Z600 workstation) have shown that // the lowest possible latencies we can achieve on this machine are: // o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer. // o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer. // - See http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx // for more details. #ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ #define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_ #include #include #include #include "base/compiler_specific.h" #include "base/memory/scoped_ptr.h" #include "base/threading/platform_thread.h" #include "base/threading/simple_thread.h" #include "base/win/scoped_co_mem.h" #include "base/win/scoped_com_initializer.h" #include "base/win/scoped_comptr.h" #include "base/win/scoped_handle.h" #include "media/audio/audio_io.h" #include "media/audio/audio_parameters.h" #include "media/base/media_export.h" namespace media { class AudioManagerWin; // AudioOutputStream implementation using Windows Core Audio APIs. class MEDIA_EXPORT WASAPIAudioOutputStream : public AudioOutputStream, public base::DelegateSimpleThread::Delegate { public: // The ctor takes all the usual parameters, plus |manager| which is the // the audio manager who is creating this object. WASAPIAudioOutputStream(AudioManagerWin* manager, const std::string& device_id, const AudioParameters& params, ERole device_role); // The dtor is typically called by the AudioManager only and it is usually // triggered by calling AudioOutputStream::Close(). virtual ~WASAPIAudioOutputStream(); // Implementation of AudioOutputStream. virtual bool Open() OVERRIDE; virtual void Start(AudioSourceCallback* callback) OVERRIDE; virtual void Stop() OVERRIDE; virtual void Close() OVERRIDE; virtual void SetVolume(double volume) OVERRIDE; virtual void GetVolume(double* volume) OVERRIDE; // Retrieves the sample rate the audio engine uses for its internal // processing/mixing of shared-mode streams. To fetch the settings for the // default device, pass an empty string as the |device_id|. static int HardwareSampleRate(const std::string& device_id); // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default). static AUDCLNT_SHAREMODE GetShareMode(); bool started() const { return render_thread_.get() != NULL; } private: // DelegateSimpleThread::Delegate implementation. virtual void Run() OVERRIDE; // Core part of the thread loop which controls the actual rendering. // Checks available amount of space in the endpoint buffer and reads // data from the client to fill up the buffer without causing audio // glitches. bool RenderAudioFromSource(UINT64 device_frequency); // Called when the device will be opened in exclusive mode and use the // application specified format. // TODO(henrika): rewrite and move to CoreAudioUtil when removing flag // for exclusive audio mode. HRESULT ExclusiveModeInitialization(IAudioClient* client, HANDLE event_handle, uint32* endpoint_buffer_size); // If |render_thread_| is valid, sets |stop_render_event_| and blocks until // the thread has stopped. |stop_render_event_| is reset after the call. // |source_| is set to NULL. void StopThread(); // Contains the thread ID of the creating thread. base::PlatformThreadId creating_thread_id_; // Our creator, the audio manager needs to be notified when we close. AudioManagerWin* manager_; // Rendering is driven by this thread (which has no message loop). // All OnMoreData() callbacks will be called from this thread. scoped_ptr render_thread_; // Contains the desired audio format which is set up at construction. // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE. // Use this for multiple channel and hi-resolution PCM data. WAVEFORMATPCMEX format_; // Set to true when stream is successfully opened. bool opened_; // Volume level from 0 to 1. float volume_; // Size in audio frames of each audio packet where an audio packet // is defined as the block of data which the source is expected to deliver // in each OnMoreData() callback. size_t packet_size_frames_; // Size in bytes of each audio packet. size_t packet_size_bytes_; // Length of the audio endpoint buffer. uint32 endpoint_buffer_size_frames_; // The target device id or an empty string for the default device. const std::string device_id_; // Defines the role that the system has assigned to an audio endpoint device. ERole device_role_; // The sharing mode for the connection. // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE // where AUDCLNT_SHAREMODE_SHARED is the default. AUDCLNT_SHAREMODE share_mode_; // Counts the number of audio frames written to the endpoint buffer. UINT64 num_written_frames_; // Pointer to the client that will deliver audio samples to be played out. AudioSourceCallback* source_; // An IAudioClient interface which enables a client to create and initialize // an audio stream between an audio application and the audio engine. base::win::ScopedComPtr audio_client_; // The IAudioRenderClient interface enables a client to write output // data to a rendering endpoint buffer. base::win::ScopedComPtr audio_render_client_; // The audio engine will signal this event each time a buffer becomes // ready to be filled by the client. base::win::ScopedHandle audio_samples_render_event_; // This event will be signaled when rendering shall stop. base::win::ScopedHandle stop_render_event_; // Container for retrieving data from AudioSourceCallback::OnMoreData(). scoped_ptr audio_bus_; base::win::ScopedComPtr audio_clock_; DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream); }; } // namespace media #endif // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_