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/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef LB2_SOUND_SYSTEM_AAUDIO_H_
#define LB2_SOUND_SYSTEM_AAUDIO_H_
#include <memory>
#include "lb2/sound_system.h"
#include "lb2/test_context.h"
// Implementation of a sound system via AAudio API.
class SoundSystemAAudio : public SoundSystem {
public:
// Default constructor--for probing.
SoundSystemAAudio();
// Constructor with a test context--for testing.
explicit SoundSystemAAudio(const TestContext *testCtx);
SoundSystemAAudio(const SoundSystemAAudio&) = delete;
SoundSystemAAudio& operator=(const SoundSystemAAudio&) = delete;
virtual ~SoundSystemAAudio();
bool probeDefaultSettings(PerformanceMode performanceMode, int *samplingRate,
int *playerBufferFrameCount, int *recorderBufferFrameCount) override;
bool init(WriteCallback callback) override;
bool drainInput() override;
ssize_t readAudio(AudioBufferView<sample_t> buffer) override;
void shutdown() override;
private:
struct Impl; // AAudio-specific details.
const TestContext* mTestCtx;
const std::unique_ptr<Impl> mImpl;
};
#endif // LB2_SOUND_SYSTEM_AAUDIO_H_