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      1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 // Implementation of AudioOutputStream for Windows using Windows Core Audio
      6 // WASAPI for low latency rendering.
      7 //
      8 // Overview of operation and performance:
      9 //
     10 // - An object of WASAPIAudioOutputStream is created by the AudioManager
     11 //   factory.
     12 // - Next some thread will call Open(), at that point the underlying
     13 //   Core Audio APIs are utilized to create two WASAPI interfaces called
     14 //   IAudioClient and IAudioRenderClient.
     15 // - Then some thread will call Start(source).
     16 //   A thread called "wasapi_render_thread" is started and this thread listens
     17 //   on an event signal which is set periodically by the audio engine to signal
     18 //   render events. As a result, OnMoreData() will be called and the registered
     19 //   client is then expected to provide data samples to be played out.
     20 // - At some point, a thread will call Stop(), which stops and joins the
     21 //   render thread and at the same time stops audio streaming.
     22 // - The same thread that called stop will call Close() where we cleanup
     23 //   and notify the audio manager, which likely will destroy this object.
     24 // - A total typical delay of 35 ms contains three parts:
     25 //    o Audio endpoint device period (~10 ms).
     26 //    o Stream latency between the buffer and endpoint device (~5 ms).
     27 //    o Endpoint buffer (~20 ms to ensure glitch-free rendering).
     28 //
     29 // Implementation notes:
     30 //
     31 // - The minimum supported client is Windows Vista.
     32 // - This implementation is single-threaded, hence:
     33 //    o Construction and destruction must take place from the same thread.
     34 //    o All APIs must be called from the creating thread as well.
     35 // - It is required to first acquire the native audio parameters of the default
     36 //   output device and then use the same rate when creating this object. Use
     37 //   e.g. WASAPIAudioOutputStream::HardwareSampleRate() to retrieve the sample
     38 //   rate. Open() will fail unless "perfect" audio parameters are utilized.
     39 // - Calling Close() also leads to self destruction.
     40 // - Support for 8-bit audio has not yet been verified and tested.
     41 //
     42 // Core Audio API details:
     43 //
     44 // - The public API methods (Open(), Start(), Stop() and Close()) must be
     45 //   called on constructing thread. The reason is that we want to ensure that
     46 //   the COM environment is the same for all API implementations.
     47 // - Utilized MMDevice interfaces:
     48 //     o IMMDeviceEnumerator
     49 //     o IMMDevice
     50 // - Utilized WASAPI interfaces:
     51 //     o IAudioClient
     52 //     o IAudioRenderClient
     53 // - The stream is initialized in shared mode and the processing of the
     54 //   audio buffer is event driven.
     55 // - The Multimedia Class Scheduler service (MMCSS) is utilized to boost
     56 //   the priority of the render thread.
     57 // - Audio-rendering endpoint devices can have three roles:
     58 //   Console (eConsole), Communications (eCommunications), and Multimedia
     59 //   (eMultimedia). Search for "Device Roles" on MSDN for more details.
     60 //
     61 // Threading details:
     62 //
     63 // - It is assumed that this class is created on the audio thread owned
     64 //   by the AudioManager.
     65 // - It is a requirement to call the following methods on the same audio
     66 //   thread: Open(), Start(), Stop(), and Close().
     67 // - Audio rendering is performed on the audio render thread, owned by this
     68 //   class, and the AudioSourceCallback::OnMoreData() method will be called
     69 //   from this thread. Stream switching also takes place on the audio-render
     70 //   thread.
     71 //
     72 // Experimental exclusive mode:
     73 //
     74 // - It is possible to open up a stream in exclusive mode by using the
     75 //   --enable-exclusive-audio command line flag.
     76 // - The internal buffering scheme is less flexible for exclusive streams.
     77 //   Hence, some manual tuning will be required before deciding what frame
     78 //   size to use. See the WinAudioOutputTest unit test for more details.
     79 // - If an application opens a stream in exclusive mode, the application has
     80 //   exclusive use of the audio endpoint device that plays the stream.
     81 // - Exclusive-mode should only be utilized when the lowest possible latency
     82 //   is important.
     83 // - In exclusive mode, the client can choose to open the stream in any audio
     84 //   format that the endpoint device supports, i.e. not limited to the device's
     85 //   current (default) configuration.
     86 // - Initial measurements on Windows 7 (HP Z600 workstation) have shown that
     87 //   the lowest possible latencies we can achieve on this machine are:
     88 //     o ~3.3333ms @ 48kHz <=> 160 audio frames per buffer.
     89 //     o ~3.6281ms @ 44.1kHz <=> 160 audio frames per buffer.
     90 // - See http://msdn.microsoft.com/en-us/library/windows/desktop/dd370844(v=vs.85).aspx
     91 //   for more details.
     92 
     93 #ifndef MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_
     94 #define MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_
     95 
     96 #include <Audioclient.h>
     97 #include <MMDeviceAPI.h>
     98 
     99 #include <string>
    100 
    101 #include "base/compiler_specific.h"
    102 #include "base/memory/scoped_ptr.h"
    103 #include "base/threading/platform_thread.h"
    104 #include "base/threading/simple_thread.h"
    105 #include "base/win/scoped_co_mem.h"
    106 #include "base/win/scoped_com_initializer.h"
    107 #include "base/win/scoped_comptr.h"
    108 #include "base/win/scoped_handle.h"
    109 #include "media/audio/audio_io.h"
    110 #include "media/audio/audio_parameters.h"
    111 #include "media/base/media_export.h"
    112 
    113 namespace media {
    114 
    115 class AudioManagerWin;
    116 
    117 // AudioOutputStream implementation using Windows Core Audio APIs.
    118 class MEDIA_EXPORT WASAPIAudioOutputStream :
    119       public AudioOutputStream,
    120       public base::DelegateSimpleThread::Delegate {
    121  public:
    122   // The ctor takes all the usual parameters, plus |manager| which is the
    123   // the audio manager who is creating this object.
    124   WASAPIAudioOutputStream(AudioManagerWin* manager,
    125                           const AudioParameters& params,
    126                           ERole device_role);
    127 
    128   // The dtor is typically called by the AudioManager only and it is usually
    129   // triggered by calling AudioOutputStream::Close().
    130   virtual ~WASAPIAudioOutputStream();
    131 
    132   // Implementation of AudioOutputStream.
    133   virtual bool Open() OVERRIDE;
    134   virtual void Start(AudioSourceCallback* callback) OVERRIDE;
    135   virtual void Stop() OVERRIDE;
    136   virtual void Close() OVERRIDE;
    137   virtual void SetVolume(double volume) OVERRIDE;
    138   virtual void GetVolume(double* volume) OVERRIDE;
    139 
    140   // Retrieves the number of channels the audio engine uses for its internal
    141   // processing/mixing of shared-mode streams for the default endpoint device.
    142   static int HardwareChannelCount();
    143 
    144   // Retrieves the channel layout the audio engine uses for its internal
    145   // processing/mixing of shared-mode streams for the default endpoint device.
    146   // Note that we convert an internal channel layout mask (see ChannelMask())
    147   // into a Chrome-specific channel layout enumerator in this method, hence
    148   // the match might not be perfect.
    149   static ChannelLayout HardwareChannelLayout();
    150 
    151   // Retrieves the sample rate the audio engine uses for its internal
    152   // processing/mixing of shared-mode streams for the default endpoint device.
    153   static int HardwareSampleRate();
    154 
    155   // Returns AUDCLNT_SHAREMODE_EXCLUSIVE if --enable-exclusive-mode is used
    156   // as command-line flag and AUDCLNT_SHAREMODE_SHARED otherwise (default).
    157   static AUDCLNT_SHAREMODE GetShareMode();
    158 
    159   bool started() const { return render_thread_.get() != NULL; }
    160 
    161  private:
    162   // DelegateSimpleThread::Delegate implementation.
    163   virtual void Run() OVERRIDE;
    164 
    165   // Core part of the thread loop which controls the actual rendering.
    166   // Checks available amount of space in the endpoint buffer and reads
    167   // data from the client to fill up the buffer without causing audio
    168   // glitches.
    169   void RenderAudioFromSource(IAudioClock* audio_clock, UINT64 device_frequency);
    170 
    171   // Issues the OnError() callback to the |sink_|.
    172   void HandleError(HRESULT err);
    173 
    174   // Called when the device will be opened in exclusive mode and use the
    175   // application specified format.
    176   // TODO(henrika): rewrite and move to CoreAudioUtil when removing flag
    177   // for exclusive audio mode.
    178   HRESULT ExclusiveModeInitialization(IAudioClient* client,
    179                                       HANDLE event_handle,
    180                                       uint32* endpoint_buffer_size);
    181 
    182   // Contains the thread ID of the creating thread.
    183   base::PlatformThreadId creating_thread_id_;
    184 
    185   // Our creator, the audio manager needs to be notified when we close.
    186   AudioManagerWin* manager_;
    187 
    188   // Rendering is driven by this thread (which has no message loop).
    189   // All OnMoreData() callbacks will be called from this thread.
    190   scoped_ptr<base::DelegateSimpleThread> render_thread_;
    191 
    192   // Contains the desired audio format which is set up at construction.
    193   // Extended PCM waveform format structure based on WAVEFORMATEXTENSIBLE.
    194   // Use this for multiple channel and hi-resolution PCM data.
    195   WAVEFORMATPCMEX format_;
    196 
    197   // Set to true when stream is successfully opened.
    198   bool opened_;
    199 
    200   // We check if the input audio parameters are identical (bit depth is
    201   // excluded) to the preferred (native) audio parameters during construction.
    202   // Open() will fail if |audio_parameters_are_valid_| is false.
    203   bool audio_parameters_are_valid_;
    204 
    205   // Volume level from 0 to 1.
    206   float volume_;
    207 
    208   // Size in audio frames of each audio packet where an audio packet
    209   // is defined as the block of data which the source is expected to deliver
    210   // in each OnMoreData() callback.
    211   size_t packet_size_frames_;
    212 
    213   // Size in bytes of each audio packet.
    214   size_t packet_size_bytes_;
    215 
    216   // Size in milliseconds of each audio packet.
    217   float packet_size_ms_;
    218 
    219   // Length of the audio endpoint buffer.
    220   uint32 endpoint_buffer_size_frames_;
    221 
    222   // Defines the role that the system has assigned to an audio endpoint device.
    223   ERole device_role_;
    224 
    225   // The sharing mode for the connection.
    226   // Valid values are AUDCLNT_SHAREMODE_SHARED and AUDCLNT_SHAREMODE_EXCLUSIVE
    227   // where AUDCLNT_SHAREMODE_SHARED is the default.
    228   AUDCLNT_SHAREMODE share_mode_;
    229 
    230   // Counts the number of audio frames written to the endpoint buffer.
    231   UINT64 num_written_frames_;
    232 
    233   // Pointer to the client that will deliver audio samples to be played out.
    234   AudioSourceCallback* source_;
    235 
    236   // An IMMDeviceEnumerator interface which represents a device enumerator.
    237   base::win::ScopedComPtr<IMMDeviceEnumerator> device_enumerator_;
    238 
    239   // An IAudioClient interface which enables a client to create and initialize
    240   // an audio stream between an audio application and the audio engine.
    241   base::win::ScopedComPtr<IAudioClient> audio_client_;
    242 
    243   // The IAudioRenderClient interface enables a client to write output
    244   // data to a rendering endpoint buffer.
    245   base::win::ScopedComPtr<IAudioRenderClient> audio_render_client_;
    246 
    247   // The audio engine will signal this event each time a buffer becomes
    248   // ready to be filled by the client.
    249   base::win::ScopedHandle audio_samples_render_event_;
    250 
    251   // This event will be signaled when rendering shall stop.
    252   base::win::ScopedHandle stop_render_event_;
    253 
    254   // Container for retrieving data from AudioSourceCallback::OnMoreData().
    255   scoped_ptr<AudioBus> audio_bus_;
    256 
    257   DISALLOW_COPY_AND_ASSIGN(WASAPIAudioOutputStream);
    258 };
    259 
    260 }  // namespace media
    261 
    262 #endif  // MEDIA_AUDIO_WIN_AUDIO_LOW_LATENCY_OUTPUT_WIN_H_
    263