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ad86c297fb
Closes #1626
486 lines
18 KiB
C++
Vendored
486 lines
18 KiB
C++
Vendored
/*
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* Copyright 2015 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_BUILDER_H_
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#define OBOE_STREAM_BUILDER_H_
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#include "oboe_oboe_Definitions_android.h"
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#include "oboe_oboe_AudioStreamBase_android.h"
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#include "oboe_oboe_ResultWithValue_android.h"
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namespace oboe {
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// This depends on AudioStream, so we use forward declaration, it will close and delete the stream
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struct StreamDeleterFunctor;
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using ManagedStream = std::unique_ptr<AudioStream, StreamDeleterFunctor>;
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/**
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* Factory class for an audio Stream.
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*/
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class AudioStreamBuilder : public AudioStreamBase {
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public:
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AudioStreamBuilder() : AudioStreamBase() {}
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AudioStreamBuilder(const AudioStreamBase &audioStreamBase): AudioStreamBase(audioStreamBase) {}
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/**
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* Request a specific number of channels.
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*
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* Default is kUnspecified. If the value is unspecified then
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* the application should query for the actual value after the stream is opened.
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*/
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AudioStreamBuilder *setChannelCount(int channelCount) {
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mChannelCount = channelCount;
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return this;
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}
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/**
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* Request the direction for a stream. The default is Direction::Output.
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*
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* @param direction Direction::Output or Direction::Input
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*/
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AudioStreamBuilder *setDirection(Direction direction) {
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mDirection = direction;
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return this;
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}
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/**
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* Request a specific sample rate in Hz.
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*
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* Default is kUnspecified. If the value is unspecified then
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* the application should query for the actual value after the stream is opened.
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*
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* Technically, this should be called the "frame rate" or "frames per second",
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* because it refers to the number of complete frames transferred per second.
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* But it is traditionally called "sample rate". Se we use that term.
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*
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*/
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AudioStreamBuilder *setSampleRate(int32_t sampleRate) {
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mSampleRate = sampleRate;
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return this;
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}
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/**
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* @deprecated use `setFramesPerDataCallback` instead.
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*/
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AudioStreamBuilder *setFramesPerCallback(int framesPerCallback) {
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return setFramesPerDataCallback(framesPerCallback);
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}
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/**
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* Request a specific number of frames for the data callback.
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*
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* Default is kUnspecified. If the value is unspecified then
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* the actual number may vary from callback to callback.
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*
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* If an application can handle a varying number of frames then we recommend
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* leaving this unspecified. This allow the underlying API to optimize
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* the callbacks. But if your application is, for example, doing FFTs or other block
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* oriented operations, then call this function to get the sizes you need.
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*
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* @param framesPerCallback
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setFramesPerDataCallback(int framesPerCallback) {
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mFramesPerCallback = framesPerCallback;
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return this;
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}
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/**
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* Request a sample data format, for example Format::Float.
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*
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* Default is Format::Unspecified. If the value is unspecified then
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* the application should query for the actual value after the stream is opened.
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*/
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AudioStreamBuilder *setFormat(AudioFormat format) {
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mFormat = format;
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return this;
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}
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/**
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* Set the requested buffer capacity in frames.
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* BufferCapacityInFrames is the maximum possible BufferSizeInFrames.
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*
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* The final stream capacity may differ. For AAudio it should be at least this big.
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* For OpenSL ES, it could be smaller.
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*
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* Default is kUnspecified.
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*
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* @param bufferCapacityInFrames the desired buffer capacity in frames or kUnspecified
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setBufferCapacityInFrames(int32_t bufferCapacityInFrames) {
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mBufferCapacityInFrames = bufferCapacityInFrames;
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return this;
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}
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/**
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* Get the audio API which will be requested when opening the stream. No guarantees that this is
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* the API which will actually be used. Query the stream itself to find out the API which is
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* being used.
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*
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* If you do not specify the API, then AAudio will be used if isAAudioRecommended()
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* returns true. Otherwise OpenSL ES will be used.
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*
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* @return the requested audio API
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*/
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AudioApi getAudioApi() const { return mAudioApi; }
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/**
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* If you leave this unspecified then Oboe will choose the best API
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* for the device and SDK version at runtime.
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*
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* This should almost always be left unspecified, except for debugging purposes.
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* Specifying AAudio will force Oboe to use AAudio on 8.0, which is extremely risky.
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* Specifying OpenSLES should mainly be used to test legacy performance/functionality.
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*
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* If the caller requests AAudio and it is supported then AAudio will be used.
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*
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* @param audioApi Must be AudioApi::Unspecified, AudioApi::OpenSLES or AudioApi::AAudio.
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setAudioApi(AudioApi audioApi) {
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mAudioApi = audioApi;
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return this;
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}
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/**
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* Is the AAudio API supported on this device?
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*
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* AAudio was introduced in the Oreo 8.0 release.
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*
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* @return true if supported
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*/
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static bool isAAudioSupported();
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/**
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* Is the AAudio API recommended this device?
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*
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* AAudio may be supported but not recommended because of version specific issues.
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* AAudio is not recommended for Android 8.0 or earlier versions.
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*
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* @return true if recommended
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*/
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static bool isAAudioRecommended();
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/**
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* Request a mode for sharing the device.
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* The requested sharing mode may not be available.
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* So the application should query for the actual mode after the stream is opened.
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*
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* @param sharingMode SharingMode::Shared or SharingMode::Exclusive
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setSharingMode(SharingMode sharingMode) {
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mSharingMode = sharingMode;
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return this;
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}
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/**
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* Request a performance level for the stream.
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* This will determine the latency, the power consumption, and the level of
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* protection from glitches.
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*
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* @param performanceMode for example, PerformanceMode::LowLatency
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setPerformanceMode(PerformanceMode performanceMode) {
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mPerformanceMode = performanceMode;
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return this;
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}
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/**
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* Set the intended use case for an output stream.
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*
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* The system will use this information to optimize the behavior of the stream.
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* This could, for example, affect how volume and focus is handled for the stream.
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* The usage is ignored for input streams.
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*
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* The default, if you do not call this function, is Usage::Media.
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*
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* Added in API level 28.
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*
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* @param usage the desired usage, eg. Usage::Game
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*/
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AudioStreamBuilder *setUsage(Usage usage) {
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mUsage = usage;
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return this;
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}
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/**
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* Set the type of audio data that an output stream will carry.
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*
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* The system will use this information to optimize the behavior of the stream.
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* This could, for example, affect whether a stream is paused when a notification occurs.
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* The contentType is ignored for input streams.
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*
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* The default, if you do not call this function, is ContentType::Music.
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*
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* Added in API level 28.
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*
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* @param contentType the type of audio data, eg. ContentType::Speech
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*/
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AudioStreamBuilder *setContentType(ContentType contentType) {
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mContentType = contentType;
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return this;
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}
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/**
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* Set the input (capture) preset for the stream.
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*
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* The system will use this information to optimize the behavior of the stream.
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* This could, for example, affect which microphones are used and how the
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* recorded data is processed.
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*
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* The default, if you do not call this function, is InputPreset::VoiceRecognition.
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* That is because VoiceRecognition is the preset with the lowest latency
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* on many platforms.
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*
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* Added in API level 28.
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*
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* @param inputPreset the desired configuration for recording
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*/
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AudioStreamBuilder *setInputPreset(InputPreset inputPreset) {
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mInputPreset = inputPreset;
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return this;
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}
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/** Set the requested session ID.
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*
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* The session ID can be used to associate a stream with effects processors.
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* The effects are controlled using the Android AudioEffect Java API.
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*
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* The default, if you do not call this function, is SessionId::None.
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*
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* If set to SessionId::Allocate then a session ID will be allocated
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* when the stream is opened.
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*
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* The allocated session ID can be obtained by calling AudioStream::getSessionId()
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* and then used with this function when opening another stream.
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* This allows effects to be shared between streams.
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*
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* Session IDs from Oboe can be used the Android Java APIs and vice versa.
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* So a session ID from an Oboe stream can be passed to Java
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* and effects applied using the Java AudioEffect API.
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*
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* Allocated session IDs will always be positive and nonzero.
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*
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* Added in API level 28.
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*
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* @param sessionId an allocated sessionID or SessionId::Allocate
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*/
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AudioStreamBuilder *setSessionId(SessionId sessionId) {
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mSessionId = sessionId;
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return this;
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}
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/**
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* Request a stream to a specific audio input/output device given an audio device ID.
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*
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* In most cases, the primary device will be the appropriate device to use, and the
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* deviceId can be left kUnspecified.
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*
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* On Android, for example, the ID could be obtained from the Java AudioManager.
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* AudioManager.getDevices() returns an array of AudioDeviceInfo[], which contains
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* a getId() method (as well as other type information), that should be passed
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* to this method.
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*
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*
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* Note that when using OpenSL ES, this will be ignored and the created
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* stream will have deviceId kUnspecified.
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*
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* @param deviceId device identifier or kUnspecified
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setDeviceId(int32_t deviceId) {
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mDeviceId = deviceId;
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return this;
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}
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/**
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* Specifies an object to handle data related callbacks from the underlying API.
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*
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* <strong>Important: See AudioStreamCallback for restrictions on what may be called
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* from the callback methods.</strong>
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*
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* @param dataCallback
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setDataCallback(oboe::AudioStreamDataCallback *dataCallback) {
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mDataCallback = dataCallback;
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return this;
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}
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/**
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* Specifies an object to handle error related callbacks from the underlying API.
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* This can occur when a stream is disconnected because a headset is plugged in or unplugged.
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* It can also occur if the audio service fails or if an exclusive stream is stolen by
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* another stream.
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*
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* <strong>Important: See AudioStreamCallback for restrictions on what may be called
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* from the callback methods.</strong>
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*
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* <strong>When an error callback occurs, the associated stream must be stopped and closed
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* in a separate thread.</strong>
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*
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* @param errorCallback
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setErrorCallback(oboe::AudioStreamErrorCallback *errorCallback) {
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mErrorCallback = errorCallback;
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return this;
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}
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/**
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* Specifies an object to handle data or error related callbacks from the underlying API.
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*
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* This is the equivalent of calling both setDataCallback() and setErrorCallback().
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*
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* <strong>Important: See AudioStreamCallback for restrictions on what may be called
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* from the callback methods.</strong>
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*
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* When an error callback occurs, the associated stream will be stopped and closed in a separate thread.
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*
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* A note on why the streamCallback parameter is a raw pointer rather than a smart pointer:
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*
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* The caller should retain ownership of the object streamCallback points to. At first glance weak_ptr may seem like
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* a good candidate for streamCallback as this implies temporary ownership. However, a weak_ptr can only be created
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* from a shared_ptr. A shared_ptr incurs some performance overhead. The callback object is likely to be accessed
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* every few milliseconds when the stream requires new data so this overhead is something we want to avoid.
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*
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* This leaves a raw pointer as the logical type choice. The only caveat being that the caller must not destroy
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* the callback before the stream has been closed.
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*
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* @param streamCallback
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* @return pointer to the builder so calls can be chained
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*/
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AudioStreamBuilder *setCallback(AudioStreamCallback *streamCallback) {
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// Use the same callback object for both, dual inheritance.
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mDataCallback = streamCallback;
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mErrorCallback = streamCallback;
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return this;
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}
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/**
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* If true then Oboe might convert channel counts to achieve optimal results.
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* On some versions of Android for example, stereo streams could not use a FAST track.
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* So a mono stream might be used instead and duplicated to two channels.
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* On some devices, mono streams might be broken, so a stereo stream might be opened
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* and converted to mono.
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*
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* Default is true.
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*/
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AudioStreamBuilder *setChannelConversionAllowed(bool allowed) {
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mChannelConversionAllowed = allowed;
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return this;
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}
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/**
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* If true then Oboe might convert data formats to achieve optimal results.
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* On some versions of Android, for example, a float stream could not get a
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* low latency data path. So an I16 stream might be opened and converted to float.
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*
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* Default is true.
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*/
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AudioStreamBuilder *setFormatConversionAllowed(bool allowed) {
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mFormatConversionAllowed = allowed;
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return this;
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}
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/**
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* Specify the quality of the sample rate converter in Oboe.
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*
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* If set to None then Oboe will not do sample rate conversion. But the underlying APIs might
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* still do sample rate conversion if you specify a sample rate.
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* That can prevent you from getting a low latency stream.
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*
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* If you do the conversion in Oboe then you might still get a low latency stream.
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*
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* Default is SampleRateConversionQuality::None
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*/
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AudioStreamBuilder *setSampleRateConversionQuality(SampleRateConversionQuality quality) {
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mSampleRateConversionQuality = quality;
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return this;
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}
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/**
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* @return true if AAudio will be used based on the current settings.
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*/
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bool willUseAAudio() const {
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return (mAudioApi == AudioApi::AAudio && isAAudioSupported())
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|| (mAudioApi == AudioApi::Unspecified && isAAudioRecommended());
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}
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/**
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* Create and open a stream object based on the current settings.
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*
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* The caller owns the pointer to the AudioStream object.
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*
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* @deprecated Use openStream(std::shared_ptr<oboe::AudioStream> &stream) instead.
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* @param stream pointer to a variable to receive the stream address
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* @return OBOE_OK if successful or a negative error code
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*/
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Result openStream(AudioStream **stream);
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/**
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* Create and open a stream object based on the current settings.
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*
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* The caller shares the pointer to the AudioStream object.
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* The shared_ptr is used internally by Oboe to prevent the stream from being
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* deleted while it is being used by callbacks.
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*
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* @param stream reference to a shared_ptr to receive the stream address
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* @return OBOE_OK if successful or a negative error code
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*/
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Result openStream(std::shared_ptr<oboe::AudioStream> &stream);
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/**
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* Create and open a ManagedStream object based on the current builder state.
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*
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* The caller must create a unique ptr, and pass by reference so it can be
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* modified to point to an opened stream. The caller owns the unique ptr,
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* and it will be automatically closed and deleted when going out of scope.
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* @param stream Reference to the ManagedStream (uniqueptr) used to keep track of stream
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* @return OBOE_OK if successful or a negative error code.
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*/
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Result openManagedStream(ManagedStream &stream);
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private:
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/**
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* @param other
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* @return true if channels, format and sample rate match
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*/
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bool isCompatible(AudioStreamBase &other);
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/**
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* Create an AudioStream object. The AudioStream must be opened before use.
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*
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* The caller owns the pointer.
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*
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* @return pointer to an AudioStream object or nullptr.
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*/
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oboe::AudioStream *build();
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AudioApi mAudioApi = AudioApi::Unspecified;
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};
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} // namespace oboe
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#endif /* OBOE_STREAM_BUILDER_H_ */
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