mirror of
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546 lines
17 KiB
C++
Vendored
546 lines
17 KiB
C++
Vendored
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef OBOE_DEFINITIONS_H
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#define OBOE_DEFINITIONS_H
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#include <cstdint>
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#include <type_traits>
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// Oboe needs to be able to build on old NDKs so we use hard coded constants.
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// The correctness of these constants is verified in "aaudio/AAudioLoader.cpp".
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namespace oboe {
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/**
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* Represents any attribute, property or value which hasn't been specified.
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*/
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constexpr int32_t kUnspecified = 0;
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// TODO: Investigate using std::chrono
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/**
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* The number of nanoseconds in a microsecond. 1,000.
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*/
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constexpr int64_t kNanosPerMicrosecond = 1000;
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/**
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* The number of nanoseconds in a millisecond. 1,000,000.
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*/
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constexpr int64_t kNanosPerMillisecond = kNanosPerMicrosecond * 1000;
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/**
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* The number of milliseconds in a second. 1,000.
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*/
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constexpr int64_t kMillisPerSecond = 1000;
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/**
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* The number of nanoseconds in a second. 1,000,000,000.
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*/
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constexpr int64_t kNanosPerSecond = kNanosPerMillisecond * kMillisPerSecond;
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/**
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* The state of the audio stream.
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*/
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enum class StreamState : int32_t { // aaudio_stream_state_t
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Uninitialized = 0, // AAUDIO_STREAM_STATE_UNINITIALIZED,
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Unknown = 1, // AAUDIO_STREAM_STATE_UNKNOWN,
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Open = 2, // AAUDIO_STREAM_STATE_OPEN,
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Starting = 3, // AAUDIO_STREAM_STATE_STARTING,
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Started = 4, // AAUDIO_STREAM_STATE_STARTED,
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Pausing = 5, // AAUDIO_STREAM_STATE_PAUSING,
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Paused = 6, // AAUDIO_STREAM_STATE_PAUSED,
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Flushing = 7, // AAUDIO_STREAM_STATE_FLUSHING,
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Flushed = 8, // AAUDIO_STREAM_STATE_FLUSHED,
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Stopping = 9, // AAUDIO_STREAM_STATE_STOPPING,
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Stopped = 10, // AAUDIO_STREAM_STATE_STOPPED,
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Closing = 11, // AAUDIO_STREAM_STATE_CLOSING,
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Closed = 12, // AAUDIO_STREAM_STATE_CLOSED,
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Disconnected = 13, // AAUDIO_STREAM_STATE_DISCONNECTED,
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};
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/**
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* The direction of the stream.
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*/
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enum class Direction : int32_t { // aaudio_direction_t
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/**
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* Used for playback.
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*/
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Output = 0, // AAUDIO_DIRECTION_OUTPUT,
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/**
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* Used for recording.
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*/
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Input = 1, // AAUDIO_DIRECTION_INPUT,
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};
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/**
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* The format of audio samples.
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*/
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enum class AudioFormat : int32_t { // aaudio_format_t
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/**
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* Invalid format.
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*/
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Invalid = -1, // AAUDIO_FORMAT_INVALID,
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/**
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* Unspecified format. Format will be decided by Oboe.
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*/
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Unspecified = 0, // AAUDIO_FORMAT_UNSPECIFIED,
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/**
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* Signed 16-bit integers.
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*/
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I16 = 1, // AAUDIO_FORMAT_PCM_I16,
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/**
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* Single precision floating point.
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*
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* This is the recommended format for most applications.
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* But note that the use of Float may prevent the opening of
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* a low-latency input path on OpenSL ES or Legacy AAudio streams.
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*/
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Float = 2, // AAUDIO_FORMAT_PCM_FLOAT,
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/**
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* Signed 24-bit integers, packed into 3 bytes.
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*
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* Note that the use of this format does not guarantee that
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* the full precision will be provided. The underlying device may
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* be using I16 format.
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*
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* Added in API 31 (S).
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*/
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I24 = 3, // AAUDIO_FORMAT_PCM_I24_PACKED
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/**
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* Signed 32-bit integers.
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*
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* Note that the use of this format does not guarantee that
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* the full precision will be provided. The underlying device may
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* be using I16 format.
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*
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* Added in API 31 (S).
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*/
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I32 = 4, // AAUDIO_FORMAT_PCM_I32
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};
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/**
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* The result of an audio callback.
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*/
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enum class DataCallbackResult : int32_t { // aaudio_data_callback_result_t
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// Indicates to the caller that the callbacks should continue.
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Continue = 0, // AAUDIO_CALLBACK_RESULT_CONTINUE,
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// Indicates to the caller that the callbacks should stop immediately.
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Stop = 1, // AAUDIO_CALLBACK_RESULT_STOP,
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};
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/**
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* The result of an operation. All except the `OK` result indicates that an error occurred.
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* The `Result` can be converted into a human readable string using `convertToText`.
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*/
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enum class Result : int32_t { // aaudio_result_t
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OK = 0, // AAUDIO_OK
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ErrorBase = -900, // AAUDIO_ERROR_BASE,
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ErrorDisconnected = -899, // AAUDIO_ERROR_DISCONNECTED,
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ErrorIllegalArgument = -898, // AAUDIO_ERROR_ILLEGAL_ARGUMENT,
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ErrorInternal = -896, // AAUDIO_ERROR_INTERNAL,
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ErrorInvalidState = -895, // AAUDIO_ERROR_INVALID_STATE,
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ErrorInvalidHandle = -892, // AAUDIO_ERROR_INVALID_HANDLE,
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ErrorUnimplemented = -890, // AAUDIO_ERROR_UNIMPLEMENTED,
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ErrorUnavailable = -889, // AAUDIO_ERROR_UNAVAILABLE,
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ErrorNoFreeHandles = -888, // AAUDIO_ERROR_NO_FREE_HANDLES,
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ErrorNoMemory = -887, // AAUDIO_ERROR_NO_MEMORY,
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ErrorNull = -886, // AAUDIO_ERROR_NULL,
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ErrorTimeout = -885, // AAUDIO_ERROR_TIMEOUT,
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ErrorWouldBlock = -884, // AAUDIO_ERROR_WOULD_BLOCK,
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ErrorInvalidFormat = -883, // AAUDIO_ERROR_INVALID_FORMAT,
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ErrorOutOfRange = -882, // AAUDIO_ERROR_OUT_OF_RANGE,
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ErrorNoService = -881, // AAUDIO_ERROR_NO_SERVICE,
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ErrorInvalidRate = -880, // AAUDIO_ERROR_INVALID_RATE,
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// Reserved for future AAudio result types
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Reserved1,
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Reserved2,
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Reserved3,
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Reserved4,
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Reserved5,
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Reserved6,
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Reserved7,
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Reserved8,
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Reserved9,
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Reserved10,
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ErrorClosed,
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};
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/**
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* The sharing mode of the audio stream.
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*/
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enum class SharingMode : int32_t { // aaudio_sharing_mode_t
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/**
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* This will be the only stream using a particular source or sink.
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* This mode will provide the lowest possible latency.
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* You should close EXCLUSIVE streams immediately when you are not using them.
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*
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* If you do not need the lowest possible latency then we recommend using Shared,
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* which is the default.
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*/
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Exclusive = 0, // AAUDIO_SHARING_MODE_EXCLUSIVE,
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/**
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* Multiple applications can share the same device.
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* The data from output streams will be mixed by the audio service.
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* The data for input streams will be distributed by the audio service.
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*
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* This will have higher latency than the EXCLUSIVE mode.
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*/
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Shared = 1, // AAUDIO_SHARING_MODE_SHARED,
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};
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/**
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* The performance mode of the audio stream.
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*/
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enum class PerformanceMode : int32_t { // aaudio_performance_mode_t
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/**
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* No particular performance needs. Default.
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*/
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None = 10, // AAUDIO_PERFORMANCE_MODE_NONE,
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/**
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* Extending battery life is most important.
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*/
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PowerSaving = 11, // AAUDIO_PERFORMANCE_MODE_POWER_SAVING,
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/**
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* Reducing latency is most important.
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*/
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LowLatency = 12, // AAUDIO_PERFORMANCE_MODE_LOW_LATENCY
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};
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/**
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* The underlying audio API used by the audio stream.
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*/
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enum class AudioApi : int32_t {
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/**
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* Try to use AAudio. If not available then use OpenSL ES.
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*/
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Unspecified = kUnspecified,
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/**
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* Use OpenSL ES.
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*/
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OpenSLES,
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/**
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* Try to use AAudio. Fail if unavailable.
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*/
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AAudio
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};
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/**
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* Specifies the quality of the sample rate conversion performed by Oboe.
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* Higher quality will require more CPU load.
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* Higher quality conversion will probably be implemented using a sinc based resampler.
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*/
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enum class SampleRateConversionQuality : int32_t {
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/**
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* No conversion by Oboe. Underlying APIs may still do conversion.
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*/
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None,
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/**
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* Fastest conversion but may not sound great.
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* This may be implemented using bilinear interpolation.
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*/
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Fastest,
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Low,
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Medium,
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High,
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/**
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* Highest quality conversion, which may be expensive in terms of CPU.
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*/
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Best,
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};
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/**
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* The Usage attribute expresses *why* you are playing a sound, what is this sound used for.
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* This information is used by certain platforms or routing policies
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* to make more refined volume or routing decisions.
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*
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* Note that these match the equivalent values in AudioAttributes in the Android Java API.
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*
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* This attribute only has an effect on Android API 28+.
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*/
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enum class Usage : int32_t { // aaudio_usage_t
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/**
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* Use this for streaming media, music performance, video, podcasts, etcetera.
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*/
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Media = 1, // AAUDIO_USAGE_MEDIA
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/**
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* Use this for voice over IP, telephony, etcetera.
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*/
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VoiceCommunication = 2, // AAUDIO_USAGE_VOICE_COMMUNICATION
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/**
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* Use this for sounds associated with telephony such as busy tones, DTMF, etcetera.
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*/
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VoiceCommunicationSignalling = 3, // AAUDIO_USAGE_VOICE_COMMUNICATION_SIGNALLING
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/**
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* Use this to demand the users attention.
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*/
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Alarm = 4, // AAUDIO_USAGE_ALARM
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/**
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* Use this for notifying the user when a message has arrived or some
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* other background event has occured.
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*/
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Notification = 5, // AAUDIO_USAGE_NOTIFICATION
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/**
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* Use this when the phone rings.
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*/
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NotificationRingtone = 6, // AAUDIO_USAGE_NOTIFICATION_RINGTONE
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/**
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* Use this to attract the users attention when, for example, the battery is low.
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*/
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NotificationEvent = 10, // AAUDIO_USAGE_NOTIFICATION_EVENT
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/**
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* Use this for screen readers, etcetera.
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*/
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AssistanceAccessibility = 11, // AAUDIO_USAGE_ASSISTANCE_ACCESSIBILITY
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/**
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* Use this for driving or navigation directions.
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*/
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AssistanceNavigationGuidance = 12, // AAUDIO_USAGE_ASSISTANCE_NAVIGATION_GUIDANCE
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/**
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* Use this for user interface sounds, beeps, etcetera.
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*/
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AssistanceSonification = 13, // AAUDIO_USAGE_ASSISTANCE_SONIFICATION
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/**
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* Use this for game audio and sound effects.
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*/
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Game = 14, // AAUDIO_USAGE_GAME
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/**
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* Use this for audio responses to user queries, audio instructions or help utterances.
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*/
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Assistant = 16, // AAUDIO_USAGE_ASSISTANT
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};
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/**
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* The ContentType attribute describes *what* you are playing.
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* It expresses the general category of the content. This information is optional.
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* But in case it is known (for instance {@link Movie} for a
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* movie streaming service or {@link Speech} for
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* an audio book application) this information might be used by the audio framework to
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* enforce audio focus.
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*
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* Note that these match the equivalent values in AudioAttributes in the Android Java API.
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*
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* This attribute only has an effect on Android API 28+.
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*/
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enum ContentType : int32_t { // aaudio_content_type_t
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/**
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* Use this for spoken voice, audio books, etcetera.
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*/
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Speech = 1, // AAUDIO_CONTENT_TYPE_SPEECH
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/**
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* Use this for pre-recorded or live music.
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*/
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Music = 2, // AAUDIO_CONTENT_TYPE_MUSIC
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/**
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* Use this for a movie or video soundtrack.
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*/
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Movie = 3, // AAUDIO_CONTENT_TYPE_MOVIE
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/**
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* Use this for sound is designed to accompany a user action,
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* such as a click or beep sound made when the user presses a button.
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*/
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Sonification = 4, // AAUDIO_CONTENT_TYPE_SONIFICATION
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};
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/**
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* Defines the audio source.
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* An audio source defines both a default physical source of audio signal, and a recording
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* configuration.
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*
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* Note that these match the equivalent values in MediaRecorder.AudioSource in the Android Java API.
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*
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* This attribute only has an effect on Android API 28+.
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*/
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enum InputPreset : int32_t { // aaudio_input_preset_t
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/**
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* Use this preset when other presets do not apply.
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*/
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Generic = 1, // AAUDIO_INPUT_PRESET_GENERIC
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/**
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* Use this preset when recording video.
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*/
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Camcorder = 5, // AAUDIO_INPUT_PRESET_CAMCORDER
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/**
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* Use this preset when doing speech recognition.
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*/
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VoiceRecognition = 6, // AAUDIO_INPUT_PRESET_VOICE_RECOGNITION
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/**
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* Use this preset when doing telephony or voice messaging.
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*/
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VoiceCommunication = 7, // AAUDIO_INPUT_PRESET_VOICE_COMMUNICATION
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/**
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* Use this preset to obtain an input with no effects.
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* Note that this input will not have automatic gain control
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* so the recorded volume may be very low.
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*/
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Unprocessed = 9, // AAUDIO_INPUT_PRESET_UNPROCESSED
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/**
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* Use this preset for capturing audio meant to be processed in real time
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* and played back for live performance (e.g karaoke).
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* The capture path will minimize latency and coupling with playback path.
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*/
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VoicePerformance = 10, // AAUDIO_INPUT_PRESET_VOICE_PERFORMANCE
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};
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/**
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* This attribute can be used to allocate a session ID to the audio stream.
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*
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* This attribute only has an effect on Android API 28+.
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*/
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enum SessionId {
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/**
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* Do not allocate a session ID.
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* Effects cannot be used with this stream.
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* Default.
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*/
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None = -1, // AAUDIO_SESSION_ID_NONE
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/**
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* Allocate a session ID that can be used to attach and control
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* effects using the Java AudioEffects API.
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* Note that the use of this flag may result in higher latency.
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*
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* Note that this matches the value of AudioManager.AUDIO_SESSION_ID_GENERATE.
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*/
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Allocate = 0, // AAUDIO_SESSION_ID_ALLOCATE
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};
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/**
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* The channel count of the audio stream. The underlying type is `int32_t`.
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* Use of this enum is convenient to avoid "magic"
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* numbers when specifying the channel count.
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*
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* For example, you can write
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* `builder.setChannelCount(ChannelCount::Stereo)`
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* rather than `builder.setChannelCount(2)`
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*
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*/
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enum ChannelCount : int32_t {
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/**
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* Audio channel count definition, use Mono or Stereo
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*/
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Unspecified = kUnspecified,
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/**
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* Use this for mono audio
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*/
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Mono = 1,
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/**
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* Use this for stereo audio.
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*/
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Stereo = 2,
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};
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/**
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* On API 16 to 26 OpenSL ES will be used. When using OpenSL ES the optimal values for sampleRate and
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* framesPerBurst are not known by the native code.
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* On API 17+ these values should be obtained from the AudioManager using this code:
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*
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* <pre><code>
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* // Note that this technique only works for built-in speakers and headphones.
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* AudioManager myAudioMgr = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
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* String sampleRateStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
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* int defaultSampleRate = Integer.parseInt(sampleRateStr);
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* String framesPerBurstStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
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* int defaultFramesPerBurst = Integer.parseInt(framesPerBurstStr);
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* </code></pre>
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*
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* It can then be passed down to Oboe through JNI.
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*
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* AAudio will get the optimal framesPerBurst from the HAL and will ignore this value.
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*/
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class DefaultStreamValues {
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public:
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/** The default sample rate to use when opening new audio streams */
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static int32_t SampleRate;
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/** The default frames per burst to use when opening new audio streams */
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static int32_t FramesPerBurst;
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/** The default channel count to use when opening new audio streams */
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static int32_t ChannelCount;
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};
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/**
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* The time at which the frame at `position` was presented
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*/
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struct FrameTimestamp {
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int64_t position; // in frames
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int64_t timestamp; // in nanoseconds
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};
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class OboeGlobals {
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public:
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static bool areWorkaroundsEnabled() {
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return mWorkaroundsEnabled;
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}
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/**
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* Disable this when writing tests to reproduce bugs in AAudio or OpenSL ES
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* that have workarounds in Oboe.
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* @param enabled
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*/
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static void setWorkaroundsEnabled(bool enabled) {
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mWorkaroundsEnabled = enabled;
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}
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private:
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static bool mWorkaroundsEnabled;
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};
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} // namespace oboe
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#endif // OBOE_DEFINITIONS_H
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