blob: 31572b6274ce42d4c764f2843dcabf719879a92f [file] [log] [blame]
/*
* Copyright 2015 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 OBOE_STREAM_BUILDER_H_
#define OBOE_STREAM_BUILDER_H_
#include "oboe/Definitions.h"
#include "oboe/AudioStreamBase.h"
namespace oboe {
/**
* Factory class for an audio Stream.
*/
class AudioStreamBuilder : public AudioStreamBase {
public:
AudioStreamBuilder() : AudioStreamBase() {}
AudioStreamBuilder(const AudioStreamBase &audioStreamBase): AudioStreamBase(audioStreamBase) {}
/**
* Request a specific number of channels.
*
* Default is kUnspecified. If the value is unspecified then
* the application should query for the actual value after the stream is opened.
*/
AudioStreamBuilder *setChannelCount(int channelCount) {
mChannelCount = channelCount;
return this;
}
/**
* Request the direction for a stream. The default is Direction::Output.
*
* @param direction Direction::Output or Direction::Input
*/
AudioStreamBuilder *setDirection(Direction direction) {
mDirection = direction;
return this;
}
/**
* Request a specific sample rate in Hz.
*
* Default is kUnspecified. If the value is unspecified then
* the application should query for the actual value 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.
*
*/
AudioStreamBuilder *setSampleRate(int32_t sampleRate) {
mSampleRate = sampleRate;
return this;
}
/**
* Request a specific number of frames for the data callback.
*
* Default is kUnspecified. If the value is unspecified then
* the actual number may vary from callback to callback.
*
* If an application can handle a varying number of frames then we recommend
* leaving this unspecified. This allow the underlying API to optimize
* the callbacks. But if your application is, for example, doing FFTs or other block
* oriented operations, then call this function to get the sizes you need.
*
* @param framesPerCallback
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setFramesPerCallback(int framesPerCallback) {
mFramesPerCallback = framesPerCallback;
return this;
}
/**
* Request a sample data format, for example Format::Float.
*
* Default is Format::Unspecified. If the value is unspecified then
* the application should query for the actual value after the stream is opened.
*/
AudioStreamBuilder *setFormat(AudioFormat format) {
mFormat = format;
return this;
}
/**
* Set the requested buffer capacity in frames.
* BufferCapacityInFrames is the maximum possible BufferSizeInFrames.
*
* The final stream capacity may differ. For AAudio it should be at least this big.
* For OpenSL ES, it could be smaller.
*
* Default is kUnspecified.
*
* @param bufferCapacityInFrames the desired buffer capacity in frames or kUnspecified
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setBufferCapacityInFrames(int32_t bufferCapacityInFrames) {
mBufferCapacityInFrames = bufferCapacityInFrames;
return this;
}
/**
* Get the audio API which will be requested when opening the stream. No guarantees that this is
* the API which will actually be used. Query the stream itself to find out the API which is
* being used.
*
* If you do not specify the API, then AAudio will be used if isAAudioRecommended()
* returns true. Otherwise OpenSL ES will be used.
*
* @return the requested audio API
*/
AudioApi getAudioApi() const { return mAudioApi; }
/**
* If you leave this unspecified then Oboe will choose the best API
* for the device and SDK version at runtime.
*
* If the caller requests AAudio and it is supported then AAudio will be used.
*
* @param audioApi Must be AudioApi::Unspecified, AudioApi::OpenSLES or AudioApi::AAudio.
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setAudioApi(AudioApi audioApi) {
mAudioApi = audioApi;
return this;
}
/**
* Is the AAudio API supported on this device?
*
* AAudio was introduced in the Oreo 8.0 release.
*
* @return true if supported
*/
static bool isAAudioSupported();
/**
* Is the AAudio API recommended this device?
*
* AAudio may be supported but not recommended because of version specific issues.
* AAudio is not recommended for Android 8.0 or earlier versions.
*
* @return true if recommended
*/
static bool isAAudioRecommended();
/**
* Request a mode for sharing the device.
* The requested sharing mode may not be available.
* So the application should query for the actual mode after the stream is opened.
*
* @param sharingMode SharingMode::Shared or SharingMode::Exclusive
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setSharingMode(SharingMode sharingMode) {
mSharingMode = sharingMode;
return this;
}
/**
* Request a performance level for the stream.
* This will determine the latency, the power consumption, and the level of
* protection from glitches.
*
* @param performanceMode for example, PerformanceMode::LowLatency
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setPerformanceMode(PerformanceMode performanceMode) {
mPerformanceMode = performanceMode;
return this;
}
/**
* Set the intended use case for the stream.
*
* The system will use this information to optimize the behavior of the stream.
* This could, for example, affect how volume and focus is handled for the stream.
*
* The default, if you do not call this function, is Usage::Media.
*
* Added in API level 28.
*
* @param usage the desired usage, eg. Usage::Game
*/
AudioStreamBuilder *setUsage(Usage usage) {
mUsage = usage;
return this;
}
/**
* Set the type of audio data that the stream will carry.
*
* The system will use this information to optimize the behavior of the stream.
* This could, for example, affect whether a stream is paused when a notification occurs.
*
* The default, if you do not call this function, is ContentType::Music.
*
* Added in API level 28.
*
* @param contentType the type of audio data, eg. ContentType::Speech
*/
AudioStreamBuilder *setContentType(ContentType contentType) {
mContentType = contentType;
return this;
}
/**
* Set the input (capture) preset for the stream.
*
* The system will use this information to optimize the behavior of the stream.
* This could, for example, affect which microphones are used and how the
* recorded data is processed.
*
* The default, if you do not call this function, is InputPreset::VoiceRecognition.
* That is because VoiceRecognition is the preset with the lowest latency
* on many platforms.
*
* Added in API level 28.
*
* @param inputPreset the desired configuration for recording
*/
AudioStreamBuilder *setInputPreset(InputPreset inputPreset) {
mInputPreset = inputPreset;
return this;
}
/** Set the requested session ID.
*
* The session ID can be used to associate a stream with effects processors.
* The effects are controlled using the Android AudioEffect Java API.
*
* The default, if you do not call this function, is SessionId::None.
*
* If set to SessionId::Allocate then a session ID will be allocated
* when the stream is opened.
*
* The allocated session ID can be obtained by calling AudioStream::getSessionId()
* and then used with this function when opening another stream.
* This allows effects to be shared between streams.
*
* Session IDs from Oboe can be used the Android Java APIs and vice versa.
* So a session ID from an Oboe stream can be passed to Java
* and effects applied using the Java AudioEffect API.
*
* Allocated session IDs will always be positive and nonzero.
*
* Added in API level 28.
*
* @param sessionId an allocated sessionID or SessionId::Allocate
*/
AudioStreamBuilder *setSessionId(SessionId sessionId) {
mSessionId = sessionId;
return this;
}
/**
* 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.
*
* Note that when using OpenSL ES, this will be ignored and the created
* stream will have deviceId kUnspecified.
*
* @param deviceId device identifier or kUnspecified
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setDeviceId(int32_t deviceId) {
mDeviceId = deviceId;
return this;
}
/**
* Specifies an object to handle data or error related callbacks from the underlying API.
*
* <strong>Important: See AudioStreamCallback for restrictions on what may be called
* from the callback methods.</strong>
*
* When an error callback occurs, the associated stream will be stopped and closed in a separate thread.
*
* A note on why the streamCallback parameter is a raw pointer rather than a smart pointer:
*
* The caller should retain ownership of the object streamCallback points to. At first glance weak_ptr may seem like
* a good candidate for streamCallback as this implies temporary ownership. However, a weak_ptr can only be created
* from a shared_ptr. A shared_ptr incurs some performance overhead. The callback object is likely to be accessed
* every few milliseconds when the stream requires new data so this overhead is something we want to avoid.
*
* This leaves a raw pointer as the logical type choice. The only caveat being that the caller must not destroy
* the callback before the stream has been closed.
*
* @param streamCallback
* @return pointer to the builder so calls can be chained
*/
AudioStreamBuilder *setCallback(AudioStreamCallback *streamCallback) {
mStreamCallback = streamCallback;
return this;
}
/**
* If true then Oboe might convert channel counts to achieve optimal results.
* On some versions of Android for example, stereo streams could not use a FAST track.
* So a mono stream might be used instead and duplicated to two channels.
* On some devices, mono streams might be broken, so a stereo stream might be opened
* and converted to mono.
*
* Default is true.
*/
void setChannelConversionAllowed(bool allowed) {
mChannelConversionAllowed = allowed;
}
/**
* If true then Oboe might convert data formats to achieve optimal results.
* On some versions of Android, for example, a float stream could not get a
* low latency data path. So an I16 stream might be opened and converted to float.
*
* Default is true.
*/
void setFormatConversionAllowed(bool allowed) {
mFormatConversionAllowed = allowed;
}
/**
* If set to None then Oboe will not do sample rate conversion. But the underlying APIs
* might do sample rate conversion. Unfortunately sample rate conversion in Android typically
* prevents one from getting a low latency stream. So we can do the conversion in Android
* and still get a low latency stream.
*
* Default is SampleRateConversionType::Sinc. TODO currently Linear
*/
void setSampleRateConversionType(SampleRateConversionType type) {
mSampleRateConversionType = type;
}
/**
* @return true if AAudio will be used based on the current settings.
*/
bool willUseAAudio() const { // TODO How can this be const if isSupported() is not const?
return (mAudioApi == AudioApi::AAudio && isAAudioSupported())
|| (mAudioApi == AudioApi::Unspecified && isAAudioRecommended());
}
/**
* Create and open a stream object based on the current settings.
*
* The caller owns the pointer to the AudioStream object.
*
* @param stream pointer to a variable to receive the stream address
* @return OBOE_OK if successful or a negative error code
*/
Result openStream(AudioStream **stream);
protected:
private:
/**
* Create an AudioStream object. The AudioStream must be opened before use.
*
* The caller owns the pointer.
*
* @return pointer to an AudioStream object or nullptr.
*/
oboe::AudioStream *build();
AudioApi mAudioApi = AudioApi::Unspecified;
};
} // namespace oboe
#endif /* OBOE_STREAM_BUILDER_H_ */