Loading media/libaaudio/include/aaudio/AAudio.h +211 −17 Original line number Diff line number Diff line Loading @@ -89,7 +89,8 @@ AAUDIO_API aaudio_result_t AAudio_createStreamBuilder(AAudioStreamBuilder** buil * Request an audio device identified device using an ID. * On Android, for example, the ID could be obtained from the Java AudioManager. * * By default, the primary device will be used. * The default, if you do not call this function, is AAUDIO_DEVICE_UNSPECIFIED, * in which case the primary device will be used. * * @param builder reference provided by AAudio_createStreamBuilder() * @param deviceId device identifier or AAUDIO_DEVICE_UNSPECIFIED Loading @@ -98,52 +99,71 @@ AAUDIO_API void AAudioStreamBuilder_setDeviceId(AAudioStreamBuilder* builder, int32_t deviceId); /** * Request a sample rate in Hz. * Request a sample rate in Hertz. * * The stream may be opened with a different sample rate. * So the application should query for the actual rate after the stream is opened. * * Technically, this should be called the "frame rate" or "frames per second", * because it refers to the number of complete frames transferred per second. * But it is traditionally called "sample rate". Se we use that term. * But it is traditionally called "sample rate". So we use that term. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * @param builder reference provided by AAudio_createStreamBuilder() * @param sampleRate frames per second. Common rates include 44100 and 48000 Hz. */ AAUDIO_API void AAudioStreamBuilder_setSampleRate(AAudioStreamBuilder* builder, int32_t sampleRate); /** * Request a number of samples per frame. * * The stream may be opened with a different value. * So the application should query for the actual value after the stream is opened. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * Note, this quantity is sometimes referred to as "channel count". * * @param builder reference provided by AAudio_createStreamBuilder() * @param samplesPerFrame Number of samples in one frame, ie. numChannels. */ AAUDIO_API void AAudioStreamBuilder_setSamplesPerFrame(AAudioStreamBuilder* builder, int32_t samplesPerFrame); /** * Request a sample data format, for example AAUDIO_FORMAT_PCM_I16. * The application should query for the actual format after the stream is opened. * * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * The stream may be opened with a different value. * So the application should query for the actual value after the stream is opened. * * @param builder reference provided by AAudio_createStreamBuilder() * @param format Most common formats are AAUDIO_FORMAT_PCM_FLOAT and AAUDIO_FORMAT_PCM_I16. */ AAUDIO_API void AAudioStreamBuilder_setFormat(AAudioStreamBuilder* builder, aaudio_audio_format_t format); /** * Request a mode for sharing the device. * * The default, if you do not call this function, is AAUDIO_SHARING_MODE_SHARED. * * The requested sharing mode may not be available. * So the application should query for the actual mode after the stream is opened. * The application can query for the actual mode after the stream is opened. * * @param builder reference provided by AAudio_createStreamBuilder() * @param sharingMode AAUDIO_SHARING_MODE_LEGACY or AAUDIO_SHARING_MODE_EXCLUSIVE * @param sharingMode AAUDIO_SHARING_MODE_SHARED or AAUDIO_SHARING_MODE_EXCLUSIVE */ AAUDIO_API void AAudioStreamBuilder_setSharingMode(AAudioStreamBuilder* builder, aaudio_sharing_mode_t sharingMode); /** * Request the direction for a stream. The default is AAUDIO_DIRECTION_OUTPUT. * Request the direction for a stream. * * The default, if you do not call this function, is AAUDIO_DIRECTION_OUTPUT. * * @param builder reference provided by AAudio_createStreamBuilder() * @param direction AAUDIO_DIRECTION_OUTPUT or AAUDIO_DIRECTION_INPUT Loading @@ -152,16 +172,162 @@ AAUDIO_API void AAudioStreamBuilder_setDirection(AAudioStreamBuilder* builder, aaudio_direction_t direction); /** * Set the requested maximum buffer capacity in frames. * Set the requested buffer capacity in frames. * The final AAudioStream capacity may differ, but will probably be at least this big. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * @param builder reference provided by AAudio_createStreamBuilder() * @param frames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED * @param numFrames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setBufferCapacityInFrames(AAudioStreamBuilder* builder, int32_t frames); int32_t numFrames); /** * Return one of these values from the data callback function. */ enum { /** * Continue calling the callback. */ AAUDIO_CALLBACK_RESULT_CONTINUE = 0, /** * Stop calling the callback. * * The application will still need to call AAudioStream_requestPause() * or AAudioStream_requestStop(). */ AAUDIO_CALLBACK_RESULT_STOP, }; typedef int32_t aaudio_data_callback_result_t; /** * Prototype for the data function that is passed to AAudioStreamBuilder_setDataCallback(). * * For an output stream, this function should render and write numFrames of data * in the streams current data format to the audioData buffer. * * For an input stream, this function should read and process numFrames of data * from the audioData buffer. * * Note that this callback function should be considered a "real-time" function. * It must not do anything that could cause an unbounded delay because that can cause the * audio to glitch or pop. * * These are things the function should NOT do: * <ul> * <li>allocate memory using, for example, malloc() or new</li> * <li>any file operations such as opening, closing, reading or writing</li> * <li>any network operations such as streaming</li> * <li>use any mutexes or other synchronization primitives</li> * <li>sleep</li> * </ul> * * If you need to move data, eg. MIDI commands, in or out of the callback function then * we recommend the use of non-blocking techniques such as an atomic FIFO. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param userData the same address that was passed to AAudioStreamBuilder_setCallback() * @param audioData a pointer to the audio data * @param numFrames the number of frames to be processed * @return AAUDIO_CALLBACK_RESULT_* */ typedef aaudio_data_callback_result_t (*AAudioStream_dataCallback)( AAudioStream *stream, void *userData, void *audioData, int32_t numFrames); /** * Request that AAudio call this functions when the stream is running. * * Note that when using this callback, the audio data will be passed in or out * of the function as an argument. * So you cannot call AAudioStream_write() or AAudioStream_read() on the same stream * that has an active data callback. * * The callback function will start being called after AAudioStream_requestStart() is called. * It will stop being called after AAudioStream_requestPause() or * AAudioStream_requestStop() is called. * * This callback function will be called on a real-time thread owned by AAudio. See * {@link aaudio_data_callback_proc_t} for more information. * * Note that the AAudio callbacks will never be called simultaneously from multiple threads. * * @param builder reference provided by AAudio_createStreamBuilder() * @param callback pointer to a function that will process audio data. * @param userData pointer to an application data structure that will be passed * to the callback functions. */ AAUDIO_API void AAudioStreamBuilder_setDataCallback(AAudioStreamBuilder* builder, AAudioStream_dataCallback callback, void *userData); /** * Set the requested data callback buffer size in frames. * See {@link AAudioStream_dataCallback}. * * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * For the lowest possible latency, do not call this function. AAudio will then * call the dataProc callback function with whatever size is optimal. * That size may vary from one callback to another. * * Only use this function if the application requires a specific number of frames for processing. * The application might, for example, be using an FFT that requires * a specific power-of-two sized buffer. * * AAudio may need to add additional buffering in order to adapt between the internal * buffer size and the requested buffer size. * * If you do call this function then the requested size should be less than * half the buffer capacity, to allow double buffering. * * @param builder reference provided by AAudio_createStreamBuilder() * @param numFrames the desired buffer size in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setFramesPerDataCallback(AAudioStreamBuilder* builder, int32_t numFrames); /** * Prototype for the callback function that is passed to * AAudioStreamBuilder_setErrorCallback(). * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param userData the same address that was passed to AAudioStreamBuilder_setErrorCallback() * @param error an AAUDIO_ERROR_* value. */ typedef void (*AAudioStream_errorCallback)( AAudioStream *stream, void *userData, aaudio_result_t error); /** * Request that AAudio call this functions if any error occurs on a callback thread. * * It will be called, for example, if a headset or a USB device is unplugged causing the stream's * device to be unavailable. * In response, this function could signal or launch another thread to reopen a * stream on another device. Do not reopen the stream in this callback. * * This will not be called because of actions by the application, such as stopping * or closing a stream. * * Another possible cause of error would be a timeout or an unanticipated internal error. * * Note that the AAudio callbacks will never be called simultaneously from multiple threads. * * @param builder reference provided by AAudio_createStreamBuilder() * @param callback pointer to a function that will be called if an error occurs. * @param userData pointer to an application data structure that will be passed * to the callback functions. */ AAUDIO_API void AAudioStreamBuilder_setErrorCallback(AAudioStreamBuilder* builder, AAudioStream_errorCallback callback, void *userData); /** * Open a stream based on the options in the StreamBuilder. Loading Loading @@ -333,9 +499,14 @@ AAUDIO_API aaudio_result_t AAudioStream_write(AAudioStream* stream, // High priority audio threads // ============================================================ /** * @deprecated Use AudioStreamBuilder_setCallback() */ typedef void *(*aaudio_audio_thread_proc_t)(void *); /** * @deprecated Use AudioStreamBuilder_setCallback() * * Create a thread associated with a stream. The thread has special properties for * low latency audio performance. This thread can be used to implement a callback API. * Loading @@ -360,6 +531,8 @@ AAUDIO_API aaudio_result_t AAudioStream_createThread(AAudioStream* stream, void *arg); /** * @deprecated Use AudioStreamBuilder_setCallback() * * Wait until the thread exits or an error occurs. * * @param stream A stream created using AAudioStreamBuilder_openStream(). Loading Loading @@ -388,11 +561,11 @@ AAUDIO_API aaudio_result_t AAudioStream_joinThread(AAudioStream* stream, * Call AAudioStream_getBufferSizeInFrames() to see what the actual final size is. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param requestedFrames requested number of frames that can be filled without blocking * @param numFrames requested number of frames that can be filled without blocking * @return actual buffer size in frames or a negative error */ AAUDIO_API aaudio_result_t AAudioStream_setBufferSizeInFrames(AAudioStream* stream, int32_t requestedFrames); int32_t numFrames); /** * Query the maximum number of frames that can be filled without blocking. Loading Loading @@ -421,10 +594,31 @@ AAUDIO_API int32_t AAudioStream_getFramesPerBurst(AAudioStream* stream); * Query maximum buffer capacity in frames. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return the buffer capacity in frames * @return buffer capacity in frames */ AAUDIO_API int32_t AAudioStream_getBufferCapacityInFrames(AAudioStream* stream); /** * Query the size of the buffer that will be passed to the dataProc callback * in the numFrames parameter. * * This call can be used if the application needs to know the value of numFrames before * the stream is started. This is not normally necessary. * * If a specific size was requested by calling AAudioStreamBuilder_setCallbackSizeInFrames() * then this will be the same size. * * If AAudioStreamBuilder_setCallbackSizeInFrames() was not called then this will * return the size chosen by AAudio, or AAUDIO_UNSPECIFIED. * * AAUDIO_UNSPECIFIED indicates that the callback buffer size for this stream * may vary from one dataProc callback to the next. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return callback buffer size in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API int32_t AAudioStream_getFramesPerDataCallback(AAudioStream* stream); /** * An XRun is an Underrun or an Overrun. * During playing, an underrun will occur if the stream is not written in time Loading Loading
media/libaaudio/include/aaudio/AAudio.h +211 −17 Original line number Diff line number Diff line Loading @@ -89,7 +89,8 @@ AAUDIO_API aaudio_result_t AAudio_createStreamBuilder(AAudioStreamBuilder** buil * Request an audio device identified device using an ID. * On Android, for example, the ID could be obtained from the Java AudioManager. * * By default, the primary device will be used. * The default, if you do not call this function, is AAUDIO_DEVICE_UNSPECIFIED, * in which case the primary device will be used. * * @param builder reference provided by AAudio_createStreamBuilder() * @param deviceId device identifier or AAUDIO_DEVICE_UNSPECIFIED Loading @@ -98,52 +99,71 @@ AAUDIO_API void AAudioStreamBuilder_setDeviceId(AAudioStreamBuilder* builder, int32_t deviceId); /** * Request a sample rate in Hz. * Request a sample rate in Hertz. * * The stream may be opened with a different sample rate. * So the application should query for the actual rate after the stream is opened. * * Technically, this should be called the "frame rate" or "frames per second", * because it refers to the number of complete frames transferred per second. * But it is traditionally called "sample rate". Se we use that term. * But it is traditionally called "sample rate". So we use that term. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * @param builder reference provided by AAudio_createStreamBuilder() * @param sampleRate frames per second. Common rates include 44100 and 48000 Hz. */ AAUDIO_API void AAudioStreamBuilder_setSampleRate(AAudioStreamBuilder* builder, int32_t sampleRate); /** * Request a number of samples per frame. * * The stream may be opened with a different value. * So the application should query for the actual value after the stream is opened. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * Note, this quantity is sometimes referred to as "channel count". * * @param builder reference provided by AAudio_createStreamBuilder() * @param samplesPerFrame Number of samples in one frame, ie. numChannels. */ AAUDIO_API void AAudioStreamBuilder_setSamplesPerFrame(AAudioStreamBuilder* builder, int32_t samplesPerFrame); /** * Request a sample data format, for example AAUDIO_FORMAT_PCM_I16. * The application should query for the actual format after the stream is opened. * * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * The stream may be opened with a different value. * So the application should query for the actual value after the stream is opened. * * @param builder reference provided by AAudio_createStreamBuilder() * @param format Most common formats are AAUDIO_FORMAT_PCM_FLOAT and AAUDIO_FORMAT_PCM_I16. */ AAUDIO_API void AAudioStreamBuilder_setFormat(AAudioStreamBuilder* builder, aaudio_audio_format_t format); /** * Request a mode for sharing the device. * * The default, if you do not call this function, is AAUDIO_SHARING_MODE_SHARED. * * The requested sharing mode may not be available. * So the application should query for the actual mode after the stream is opened. * The application can query for the actual mode after the stream is opened. * * @param builder reference provided by AAudio_createStreamBuilder() * @param sharingMode AAUDIO_SHARING_MODE_LEGACY or AAUDIO_SHARING_MODE_EXCLUSIVE * @param sharingMode AAUDIO_SHARING_MODE_SHARED or AAUDIO_SHARING_MODE_EXCLUSIVE */ AAUDIO_API void AAudioStreamBuilder_setSharingMode(AAudioStreamBuilder* builder, aaudio_sharing_mode_t sharingMode); /** * Request the direction for a stream. The default is AAUDIO_DIRECTION_OUTPUT. * Request the direction for a stream. * * The default, if you do not call this function, is AAUDIO_DIRECTION_OUTPUT. * * @param builder reference provided by AAudio_createStreamBuilder() * @param direction AAUDIO_DIRECTION_OUTPUT or AAUDIO_DIRECTION_INPUT Loading @@ -152,16 +172,162 @@ AAUDIO_API void AAudioStreamBuilder_setDirection(AAudioStreamBuilder* builder, aaudio_direction_t direction); /** * Set the requested maximum buffer capacity in frames. * Set the requested buffer capacity in frames. * The final AAudioStream capacity may differ, but will probably be at least this big. * * Default is AAUDIO_UNSPECIFIED. * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * @param builder reference provided by AAudio_createStreamBuilder() * @param frames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED * @param numFrames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setBufferCapacityInFrames(AAudioStreamBuilder* builder, int32_t frames); int32_t numFrames); /** * Return one of these values from the data callback function. */ enum { /** * Continue calling the callback. */ AAUDIO_CALLBACK_RESULT_CONTINUE = 0, /** * Stop calling the callback. * * The application will still need to call AAudioStream_requestPause() * or AAudioStream_requestStop(). */ AAUDIO_CALLBACK_RESULT_STOP, }; typedef int32_t aaudio_data_callback_result_t; /** * Prototype for the data function that is passed to AAudioStreamBuilder_setDataCallback(). * * For an output stream, this function should render and write numFrames of data * in the streams current data format to the audioData buffer. * * For an input stream, this function should read and process numFrames of data * from the audioData buffer. * * Note that this callback function should be considered a "real-time" function. * It must not do anything that could cause an unbounded delay because that can cause the * audio to glitch or pop. * * These are things the function should NOT do: * <ul> * <li>allocate memory using, for example, malloc() or new</li> * <li>any file operations such as opening, closing, reading or writing</li> * <li>any network operations such as streaming</li> * <li>use any mutexes or other synchronization primitives</li> * <li>sleep</li> * </ul> * * If you need to move data, eg. MIDI commands, in or out of the callback function then * we recommend the use of non-blocking techniques such as an atomic FIFO. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param userData the same address that was passed to AAudioStreamBuilder_setCallback() * @param audioData a pointer to the audio data * @param numFrames the number of frames to be processed * @return AAUDIO_CALLBACK_RESULT_* */ typedef aaudio_data_callback_result_t (*AAudioStream_dataCallback)( AAudioStream *stream, void *userData, void *audioData, int32_t numFrames); /** * Request that AAudio call this functions when the stream is running. * * Note that when using this callback, the audio data will be passed in or out * of the function as an argument. * So you cannot call AAudioStream_write() or AAudioStream_read() on the same stream * that has an active data callback. * * The callback function will start being called after AAudioStream_requestStart() is called. * It will stop being called after AAudioStream_requestPause() or * AAudioStream_requestStop() is called. * * This callback function will be called on a real-time thread owned by AAudio. See * {@link aaudio_data_callback_proc_t} for more information. * * Note that the AAudio callbacks will never be called simultaneously from multiple threads. * * @param builder reference provided by AAudio_createStreamBuilder() * @param callback pointer to a function that will process audio data. * @param userData pointer to an application data structure that will be passed * to the callback functions. */ AAUDIO_API void AAudioStreamBuilder_setDataCallback(AAudioStreamBuilder* builder, AAudioStream_dataCallback callback, void *userData); /** * Set the requested data callback buffer size in frames. * See {@link AAudioStream_dataCallback}. * * The default, if you do not call this function, is AAUDIO_UNSPECIFIED. * * For the lowest possible latency, do not call this function. AAudio will then * call the dataProc callback function with whatever size is optimal. * That size may vary from one callback to another. * * Only use this function if the application requires a specific number of frames for processing. * The application might, for example, be using an FFT that requires * a specific power-of-two sized buffer. * * AAudio may need to add additional buffering in order to adapt between the internal * buffer size and the requested buffer size. * * If you do call this function then the requested size should be less than * half the buffer capacity, to allow double buffering. * * @param builder reference provided by AAudio_createStreamBuilder() * @param numFrames the desired buffer size in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setFramesPerDataCallback(AAudioStreamBuilder* builder, int32_t numFrames); /** * Prototype for the callback function that is passed to * AAudioStreamBuilder_setErrorCallback(). * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param userData the same address that was passed to AAudioStreamBuilder_setErrorCallback() * @param error an AAUDIO_ERROR_* value. */ typedef void (*AAudioStream_errorCallback)( AAudioStream *stream, void *userData, aaudio_result_t error); /** * Request that AAudio call this functions if any error occurs on a callback thread. * * It will be called, for example, if a headset or a USB device is unplugged causing the stream's * device to be unavailable. * In response, this function could signal or launch another thread to reopen a * stream on another device. Do not reopen the stream in this callback. * * This will not be called because of actions by the application, such as stopping * or closing a stream. * * Another possible cause of error would be a timeout or an unanticipated internal error. * * Note that the AAudio callbacks will never be called simultaneously from multiple threads. * * @param builder reference provided by AAudio_createStreamBuilder() * @param callback pointer to a function that will be called if an error occurs. * @param userData pointer to an application data structure that will be passed * to the callback functions. */ AAUDIO_API void AAudioStreamBuilder_setErrorCallback(AAudioStreamBuilder* builder, AAudioStream_errorCallback callback, void *userData); /** * Open a stream based on the options in the StreamBuilder. Loading Loading @@ -333,9 +499,14 @@ AAUDIO_API aaudio_result_t AAudioStream_write(AAudioStream* stream, // High priority audio threads // ============================================================ /** * @deprecated Use AudioStreamBuilder_setCallback() */ typedef void *(*aaudio_audio_thread_proc_t)(void *); /** * @deprecated Use AudioStreamBuilder_setCallback() * * Create a thread associated with a stream. The thread has special properties for * low latency audio performance. This thread can be used to implement a callback API. * Loading @@ -360,6 +531,8 @@ AAUDIO_API aaudio_result_t AAudioStream_createThread(AAudioStream* stream, void *arg); /** * @deprecated Use AudioStreamBuilder_setCallback() * * Wait until the thread exits or an error occurs. * * @param stream A stream created using AAudioStreamBuilder_openStream(). Loading Loading @@ -388,11 +561,11 @@ AAUDIO_API aaudio_result_t AAudioStream_joinThread(AAudioStream* stream, * Call AAudioStream_getBufferSizeInFrames() to see what the actual final size is. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @param requestedFrames requested number of frames that can be filled without blocking * @param numFrames requested number of frames that can be filled without blocking * @return actual buffer size in frames or a negative error */ AAUDIO_API aaudio_result_t AAudioStream_setBufferSizeInFrames(AAudioStream* stream, int32_t requestedFrames); int32_t numFrames); /** * Query the maximum number of frames that can be filled without blocking. Loading Loading @@ -421,10 +594,31 @@ AAUDIO_API int32_t AAudioStream_getFramesPerBurst(AAudioStream* stream); * Query maximum buffer capacity in frames. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return the buffer capacity in frames * @return buffer capacity in frames */ AAUDIO_API int32_t AAudioStream_getBufferCapacityInFrames(AAudioStream* stream); /** * Query the size of the buffer that will be passed to the dataProc callback * in the numFrames parameter. * * This call can be used if the application needs to know the value of numFrames before * the stream is started. This is not normally necessary. * * If a specific size was requested by calling AAudioStreamBuilder_setCallbackSizeInFrames() * then this will be the same size. * * If AAudioStreamBuilder_setCallbackSizeInFrames() was not called then this will * return the size chosen by AAudio, or AAUDIO_UNSPECIFIED. * * AAUDIO_UNSPECIFIED indicates that the callback buffer size for this stream * may vary from one dataProc callback to the next. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return callback buffer size in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API int32_t AAudioStream_getFramesPerDataCallback(AAudioStream* stream); /** * An XRun is an Underrun or an Overrun. * During playing, an underrun will occur if the stream is not written in time Loading