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ad86c297fb
Closes #1626
566 lines
20 KiB
C++
Vendored
566 lines
20 KiB
C++
Vendored
/*
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* Copyright 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_STREAM_H_
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#define OBOE_STREAM_H_
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#include <atomic>
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#include <cstdint>
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#include <ctime>
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#include <mutex>
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#include "oboe_oboe_Definitions_android.h"
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#include "oboe_oboe_ResultWithValue_android.h"
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#include "oboe_oboe_AudioStreamBuilder_android.h"
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#include "oboe_oboe_AudioStreamBase_android.h"
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/** WARNING - UNDER CONSTRUCTION - THIS API WILL CHANGE. */
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namespace oboe {
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/**
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* The default number of nanoseconds to wait for when performing state change operations on the
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* stream, such as `start` and `stop`.
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*
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* @see oboe::AudioStream::start
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*/
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constexpr int64_t kDefaultTimeoutNanos = (2000 * kNanosPerMillisecond);
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/**
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* Base class for Oboe C++ audio stream.
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*/
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class AudioStream : public AudioStreamBase {
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friend class AudioStreamBuilder; // allow access to setWeakThis() and lockWeakThis()
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public:
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AudioStream() {}
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/**
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* Construct an `AudioStream` using the given `AudioStreamBuilder`
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*
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* @param builder containing all the stream's attributes
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*/
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explicit AudioStream(const AudioStreamBuilder &builder);
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virtual ~AudioStream() = default;
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/**
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* Open a stream based on the current settings.
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*
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* Note that we do not recommend re-opening a stream that has been closed.
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* TODO Should we prevent re-opening?
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*
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* @return
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*/
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virtual Result open() {
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return Result::OK; // Called by subclasses. Might do more in the future.
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}
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/**
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* Close the stream and deallocate any resources from the open() call.
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*/
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virtual Result close();
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/**
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* Start the stream. This will block until the stream has been started, an error occurs
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* or `timeoutNanoseconds` has been reached.
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*/
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virtual Result start(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
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/**
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* Pause the stream. This will block until the stream has been paused, an error occurs
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* or `timeoutNanoseconds` has been reached.
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*/
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virtual Result pause(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
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/**
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* Flush the stream. This will block until the stream has been flushed, an error occurs
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* or `timeoutNanoseconds` has been reached.
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*/
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virtual Result flush(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
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/**
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* Stop the stream. This will block until the stream has been stopped, an error occurs
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* or `timeoutNanoseconds` has been reached.
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*/
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virtual Result stop(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
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/* Asynchronous requests.
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* Use waitForStateChange() if you need to wait for completion.
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*/
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/**
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* Start the stream asynchronously. Returns immediately (does not block). Equivalent to calling
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* `start(0)`.
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*/
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virtual Result requestStart() = 0;
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/**
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* Pause the stream asynchronously. Returns immediately (does not block). Equivalent to calling
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* `pause(0)`.
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*/
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virtual Result requestPause() = 0;
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/**
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* Flush the stream asynchronously. Returns immediately (does not block). Equivalent to calling
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* `flush(0)`.
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*/
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virtual Result requestFlush() = 0;
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/**
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* Stop the stream asynchronously. Returns immediately (does not block). Equivalent to calling
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* `stop(0)`.
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*/
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virtual Result requestStop() = 0;
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/**
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* Query the current state, eg. StreamState::Pausing
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*
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* @return state or a negative error.
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*/
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virtual StreamState getState() const = 0;
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/**
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* Wait until the stream's current state no longer matches the input state.
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* The input state is passed to avoid race conditions caused by the state
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* changing between calls.
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*
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* Note that generally applications do not need to call this. It is considered
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* an advanced technique and is mostly used for testing.
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*
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* <pre><code>
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* int64_t timeoutNanos = 500 * kNanosPerMillisecond; // arbitrary 1/2 second
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* StreamState currentState = stream->getState();
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* StreamState nextState = StreamState::Unknown;
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* while (result == Result::OK && currentState != StreamState::Paused) {
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* result = stream->waitForStateChange(
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* currentState, &nextState, timeoutNanos);
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* currentState = nextState;
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* }
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* </code></pre>
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*
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* If the state does not change within the timeout period then it will
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* return ErrorTimeout. This is true even if timeoutNanoseconds is zero.
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*
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* @param inputState The state we want to change away from.
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* @param nextState Pointer to a variable that will be set to the new state.
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* @param timeoutNanoseconds The maximum time to wait in nanoseconds.
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* @return Result::OK or a Result::Error.
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*/
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virtual Result waitForStateChange(StreamState inputState,
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StreamState *nextState,
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int64_t timeoutNanoseconds) = 0;
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/**
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* This can be used to adjust the latency of the buffer by changing
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* the threshold where blocking will occur.
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* By combining this with getXRunCount(), the latency can be tuned
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* at run-time for each device.
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*
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* This cannot be set higher than getBufferCapacity().
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*
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* @param requestedFrames requested number of frames that can be filled without blocking
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* @return the resulting buffer size in frames (obtained using value()) or an error (obtained
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* using error())
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*/
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virtual ResultWithValue<int32_t> setBufferSizeInFrames(int32_t /* requestedFrames */) {
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return Result::ErrorUnimplemented;
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}
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/**
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* An XRun is an Underrun or an Overrun.
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* During playing, an underrun will occur if the stream is not written in time
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* and the system runs out of valid data.
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* During recording, an overrun will occur if the stream is not read in time
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* and there is no place to put the incoming data so it is discarded.
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*
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* An underrun or overrun can cause an audible "pop" or "glitch".
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*
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* @return a result which is either Result::OK with the xRun count as the value, or a
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* Result::Error* code
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*/
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virtual ResultWithValue<int32_t> getXRunCount() const {
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return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
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}
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/**
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* @return true if XRun counts are supported on the stream
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*/
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virtual bool isXRunCountSupported() const = 0;
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/**
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* Query the number of frames that are read or written by the endpoint at one time.
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*
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* @return burst size
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*/
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virtual int32_t getFramesPerBurst() = 0;
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/**
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* Get the number of bytes in each audio frame. This is calculated using the channel count
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* and the sample format. For example, a 2 channel floating point stream will have
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* 2 * 4 = 8 bytes per frame.
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*
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* @return number of bytes in each audio frame.
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*/
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int32_t getBytesPerFrame() const { return mChannelCount * getBytesPerSample(); }
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/**
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* Get the number of bytes per sample. This is calculated using the sample format. For example,
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* a stream using 16-bit integer samples will have 2 bytes per sample.
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*
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* @return the number of bytes per sample.
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*/
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int32_t getBytesPerSample() const;
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/**
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* The number of audio frames written into the stream.
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* This monotonic counter will never get reset.
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*
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* @return the number of frames written so far
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*/
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virtual int64_t getFramesWritten();
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/**
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* The number of audio frames read from the stream.
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* This monotonic counter will never get reset.
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*
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* @return the number of frames read so far
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*/
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virtual int64_t getFramesRead();
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/**
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* Calculate the latency of a stream based on getTimestamp().
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*
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* Output latency is the time it takes for a given frame to travel from the
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* app to some type of digital-to-analog converter. If the DAC is external, for example
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* in a USB interface or a TV connected by HDMI, then there may be additional latency
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* that the Android device is unaware of.
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*
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* Input latency is the time it takes to a given frame to travel from an analog-to-digital
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* converter (ADC) to the app.
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*
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* Note that the latency of an OUTPUT stream will increase abruptly when you write data to it
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* and then decrease slowly over time as the data is consumed.
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*
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* The latency of an INPUT stream will decrease abruptly when you read data from it
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* and then increase slowly over time as more data arrives.
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*
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* The latency of an OUTPUT stream is generally higher than the INPUT latency
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* because an app generally tries to keep the OUTPUT buffer full and the INPUT buffer empty.
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*
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* @return a ResultWithValue which has a result of Result::OK and a value containing the latency
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* in milliseconds, or a result of Result::Error*.
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*/
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virtual ResultWithValue<double> calculateLatencyMillis() {
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return ResultWithValue<double>(Result::ErrorUnimplemented);
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}
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/**
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* Get the estimated time that the frame at `framePosition` entered or left the audio processing
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* pipeline.
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*
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* This can be used to coordinate events and interactions with the external environment, and to
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* estimate the latency of an audio stream. An example of usage can be found in the hello-oboe
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* sample (search for "calculateCurrentOutputLatencyMillis").
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*
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* The time is based on the implementation's best effort, using whatever knowledge is available
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* to the system, but cannot account for any delay unknown to the implementation.
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*
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* @deprecated since 1.0, use AudioStream::getTimestamp(clockid_t clockId) instead, which
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* returns ResultWithValue
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* @param clockId the type of clock to use e.g. CLOCK_MONOTONIC
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* @param framePosition the frame number to query
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* @param timeNanoseconds an output parameter which will contain the presentation timestamp
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*/
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virtual Result getTimestamp(clockid_t /* clockId */,
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int64_t* /* framePosition */,
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int64_t* /* timeNanoseconds */) {
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return Result::ErrorUnimplemented;
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}
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/**
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* Get the estimated time that the frame at `framePosition` entered or left the audio processing
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* pipeline.
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*
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* This can be used to coordinate events and interactions with the external environment, and to
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* estimate the latency of an audio stream. An example of usage can be found in the hello-oboe
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* sample (search for "calculateCurrentOutputLatencyMillis").
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*
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* The time is based on the implementation's best effort, using whatever knowledge is available
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* to the system, but cannot account for any delay unknown to the implementation.
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*
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* @param clockId the type of clock to use e.g. CLOCK_MONOTONIC
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* @return a FrameTimestamp containing the position and time at which a particular audio frame
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* entered or left the audio processing pipeline, or an error if the operation failed.
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*/
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virtual ResultWithValue<FrameTimestamp> getTimestamp(clockid_t /* clockId */);
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// ============== I/O ===========================
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/**
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* Write data from the supplied buffer into the stream. This method will block until the write
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* is complete or it runs out of time.
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*
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* If `timeoutNanoseconds` is zero then this call will not wait.
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*
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* @param buffer The address of the first sample.
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* @param numFrames Number of frames to write. Only complete frames will be written.
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* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
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* @return a ResultWithValue which has a result of Result::OK and a value containing the number
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* of frames actually written, or result of Result::Error*.
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*/
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virtual ResultWithValue<int32_t> write(const void* /* buffer */,
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int32_t /* numFrames */,
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int64_t /* timeoutNanoseconds */ ) {
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return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
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}
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/**
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* Read data into the supplied buffer from the stream. This method will block until the read
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* is complete or it runs out of time.
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*
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* If `timeoutNanoseconds` is zero then this call will not wait.
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*
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* @param buffer The address of the first sample.
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* @param numFrames Number of frames to read. Only complete frames will be read.
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* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
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* @return a ResultWithValue which has a result of Result::OK and a value containing the number
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* of frames actually read, or result of Result::Error*.
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*/
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virtual ResultWithValue<int32_t> read(void* /* buffer */,
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int32_t /* numFrames */,
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int64_t /* timeoutNanoseconds */) {
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return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
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}
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/**
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* Get the underlying audio API which the stream uses.
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*
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* @return the API that this stream uses.
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*/
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virtual AudioApi getAudioApi() const = 0;
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/**
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* Returns true if the underlying audio API is AAudio.
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*
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* @return true if this stream is implemented using the AAudio API.
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*/
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bool usesAAudio() const {
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return getAudioApi() == AudioApi::AAudio;
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}
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/**
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* Only for debugging. Do not use in production.
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* If you need to call this method something is wrong.
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* If you think you need it for production then please let us know
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* so we can modify Oboe so that you don't need this.
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*
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* @return nullptr or a pointer to a stream from the system API
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*/
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virtual void *getUnderlyingStream() const {
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return nullptr;
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}
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/**
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* Launch a thread that will stop the stream.
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*/
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void launchStopThread();
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/**
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* Update mFramesWritten.
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* For internal use only.
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*/
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virtual void updateFramesWritten() = 0;
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/**
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* Update mFramesRead.
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* For internal use only.
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*/
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virtual void updateFramesRead() = 0;
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/*
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* Swap old callback for new callback.
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* This not atomic.
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* This should only be used internally.
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* @param dataCallback
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* @return previous dataCallback
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*/
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AudioStreamDataCallback *swapDataCallback(AudioStreamDataCallback *dataCallback) {
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AudioStreamDataCallback *previousCallback = mDataCallback;
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mDataCallback = dataCallback;
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return previousCallback;
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}
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/*
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* Swap old callback for new callback.
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* This not atomic.
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* This should only be used internally.
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* @param errorCallback
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* @return previous errorCallback
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*/
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AudioStreamErrorCallback *swapErrorCallback(AudioStreamErrorCallback *errorCallback) {
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AudioStreamErrorCallback *previousCallback = mErrorCallback;
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mErrorCallback = errorCallback;
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return previousCallback;
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}
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/**
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* @return number of frames of data currently in the buffer
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*/
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ResultWithValue<int32_t> getAvailableFrames();
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/**
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* Wait until the stream has a minimum amount of data available in its buffer.
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* This can be used with an EXCLUSIVE MMAP input stream to avoid reading data too close to
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* the DSP write position, which may cause glitches.
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*
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* @param numFrames minimum frames available
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* @param timeoutNanoseconds
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* @return number of frames available, ErrorTimeout
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*/
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ResultWithValue<int32_t> waitForAvailableFrames(int32_t numFrames,
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int64_t timeoutNanoseconds);
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/**
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* @return last result passed from an error callback
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*/
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virtual oboe::Result getLastErrorCallbackResult() const {
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return mErrorCallbackResult;
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}
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protected:
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/**
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* This is used to detect more than one error callback from a stream.
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* These were bugs in some versions of Android that caused multiple error callbacks.
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* Internal bug b/63087953
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*
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* Calling this sets an atomic<bool> true and returns the previous value.
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*
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* @return false on first call, true on subsequent calls
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*/
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bool wasErrorCallbackCalled() {
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return mErrorCallbackCalled.exchange(true);
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}
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/**
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* Wait for a transition from one state to another.
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* @return OK if the endingState was observed, or ErrorUnexpectedState
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* if any state that was not the startingState or endingState was observed
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* or ErrorTimeout.
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*/
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virtual Result waitForStateTransition(StreamState startingState,
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StreamState endingState,
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int64_t timeoutNanoseconds);
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/**
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* Override this to provide a default for when the application did not specify a callback.
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*
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* @param audioData
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* @param numFrames
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* @return result
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*/
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virtual DataCallbackResult onDefaultCallback(void* /* audioData */, int /* numFrames */) {
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return DataCallbackResult::Stop;
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}
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/**
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* Override this to provide your own behaviour for the audio callback
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*
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* @param audioData container array which audio frames will be written into or read from
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* @param numFrames number of frames which were read/written
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* @return the result of the callback: stop or continue
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*
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*/
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DataCallbackResult fireDataCallback(void *audioData, int numFrames);
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/**
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* @return true if callbacks may be called
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*/
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bool isDataCallbackEnabled() {
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return mDataCallbackEnabled;
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}
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/**
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* This can be set false internally to prevent callbacks
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* after DataCallbackResult::Stop has been returned.
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*/
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void setDataCallbackEnabled(bool enabled) {
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mDataCallbackEnabled = enabled;
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}
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/*
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* Set a weak_ptr to this stream from the shared_ptr so that we can
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* later use a shared_ptr in the error callback.
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*/
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void setWeakThis(std::shared_ptr<oboe::AudioStream> &sharedStream) {
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mWeakThis = sharedStream;
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}
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/*
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* Make a shared_ptr that will prevent this stream from being deleted.
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*/
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std::shared_ptr<oboe::AudioStream> lockWeakThis() {
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return mWeakThis.lock();
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}
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std::weak_ptr<AudioStream> mWeakThis; // weak pointer to this object
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/**
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* Number of frames which have been written into the stream
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*
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* This is signed integer to match the counters in AAudio.
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* At audio rates, the counter will overflow in about six million years.
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*/
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std::atomic<int64_t> mFramesWritten{};
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/**
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* Number of frames which have been read from the stream.
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*
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* This is signed integer to match the counters in AAudio.
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* At audio rates, the counter will overflow in about six million years.
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*/
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std::atomic<int64_t> mFramesRead{};
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std::mutex mLock; // for synchronizing start/stop/close
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oboe::Result mErrorCallbackResult = oboe::Result::OK;
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private:
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// Log the scheduler if it changes.
|
|
void checkScheduler();
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|
int mPreviousScheduler = -1;
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|
|
std::atomic<bool> mDataCallbackEnabled{false};
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|
std::atomic<bool> mErrorCallbackCalled{false};
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|
|
|
};
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|
|
|
/**
|
|
* This struct is a stateless functor which closes an AudioStream prior to its deletion.
|
|
* This means it can be used to safely delete a smart pointer referring to an open stream.
|
|
*/
|
|
struct StreamDeleterFunctor {
|
|
void operator()(AudioStream *audioStream) {
|
|
if (audioStream) {
|
|
audioStream->close();
|
|
}
|
|
delete audioStream;
|
|
}
|
|
};
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} // namespace oboe
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#endif /* OBOE_STREAM_H_ */
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