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/*
* Copyright (C) 2016 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.
*/
/**
* @addtogroup Audio
* @{
*/
/**
* @file AAudio.h
*/
/**
* This is the 'C' API for AAudio.
*/
#ifndef AAUDIO_AAUDIO_H
#define AAUDIO_AAUDIO_H
#include <time.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is used to represent a value that has not been specified.
* For example, an application could use AAUDIO_UNSPECIFIED to indicate
* that is did not not care what the specific value of a parameter was
* and would accept whatever it was given.
*/
#define AAUDIO_UNSPECIFIED 0
enum {
AAUDIO_DIRECTION_OUTPUT,
AAUDIO_DIRECTION_INPUT
};
typedef int32_t aaudio_direction_t;
enum {
AAUDIO_FORMAT_INVALID = -1,
AAUDIO_FORMAT_UNSPECIFIED = 0,
AAUDIO_FORMAT_PCM_I16,
AAUDIO_FORMAT_PCM_FLOAT
};
typedef int32_t aaudio_format_t;
enum {
AAUDIO_OK,
AAUDIO_ERROR_BASE = -900, // TODO review
AAUDIO_ERROR_DISCONNECTED,
AAUDIO_ERROR_ILLEGAL_ARGUMENT,
// reserved
AAUDIO_ERROR_INTERNAL = AAUDIO_ERROR_ILLEGAL_ARGUMENT + 2,
AAUDIO_ERROR_INVALID_STATE,
// reserved
// reserved
AAUDIO_ERROR_INVALID_HANDLE = AAUDIO_ERROR_INVALID_STATE + 3,
// reserved
AAUDIO_ERROR_UNIMPLEMENTED = AAUDIO_ERROR_INVALID_HANDLE + 2,
AAUDIO_ERROR_UNAVAILABLE,
AAUDIO_ERROR_NO_FREE_HANDLES,
AAUDIO_ERROR_NO_MEMORY,
AAUDIO_ERROR_NULL,
AAUDIO_ERROR_TIMEOUT,
AAUDIO_ERROR_WOULD_BLOCK,
AAUDIO_ERROR_INVALID_FORMAT,
AAUDIO_ERROR_OUT_OF_RANGE,
AAUDIO_ERROR_NO_SERVICE,
AAUDIO_ERROR_INVALID_RATE
};
typedef int32_t aaudio_result_t;
enum
{
AAUDIO_STREAM_STATE_UNINITIALIZED = 0,
AAUDIO_STREAM_STATE_UNKNOWN,
AAUDIO_STREAM_STATE_OPEN,
AAUDIO_STREAM_STATE_STARTING,
AAUDIO_STREAM_STATE_STARTED,
AAUDIO_STREAM_STATE_PAUSING,
AAUDIO_STREAM_STATE_PAUSED,
AAUDIO_STREAM_STATE_FLUSHING,
AAUDIO_STREAM_STATE_FLUSHED,
AAUDIO_STREAM_STATE_STOPPING,
AAUDIO_STREAM_STATE_STOPPED,
AAUDIO_STREAM_STATE_CLOSING,
AAUDIO_STREAM_STATE_CLOSED,
AAUDIO_STREAM_STATE_DISCONNECTED
};
typedef int32_t aaudio_stream_state_t;
enum {
/**
* This will be the only stream using a particular source or sink.
* This mode will provide the lowest possible latency.
* You should close EXCLUSIVE streams immediately when you are not using them.
*/
AAUDIO_SHARING_MODE_EXCLUSIVE,
/**
* Multiple applications will be mixed by the AAudio Server.
* This will have higher latency than the EXCLUSIVE mode.
*/
AAUDIO_SHARING_MODE_SHARED
};
typedef int32_t aaudio_sharing_mode_t;
enum {
/**
* No particular performance needs. Default.
*/
AAUDIO_PERFORMANCE_MODE_NONE = 10,
/**
* Extending battery life is most important.
*/
AAUDIO_PERFORMANCE_MODE_POWER_SAVING,
/**
* Reducing latency is most important.
*/
AAUDIO_PERFORMANCE_MODE_LOW_LATENCY
};
typedef int32_t aaudio_performance_mode_t;
typedef struct AAudioStreamStruct AAudioStream;
typedef struct AAudioStreamBuilderStruct AAudioStreamBuilder;
#ifndef AAUDIO_API
#define AAUDIO_API /* export this symbol */
#endif
// ============================================================
// Audio System
// ============================================================
/**
* The text is the ASCII symbol corresponding to the returnCode,
* or an English message saying the returnCode is unrecognized.
* This is intended for developers to use when debugging.
* It is not for display to users.
*
* @return pointer to a text representation of an AAudio result code.
*/
AAUDIO_API const char * AAudio_convertResultToText(aaudio_result_t returnCode);
/**
* The text is the ASCII symbol corresponding to the stream state,
* or an English message saying the state is unrecognized.
* This is intended for developers to use when debugging.
* It is not for display to users.
*
* @return pointer to a text representation of an AAudio state.
*/
AAUDIO_API const char * AAudio_convertStreamStateToText(aaudio_stream_state_t state);
// ============================================================
// StreamBuilder
// ============================================================
/**
* Create a StreamBuilder that can be used to open a Stream.
*
* The deviceId is initially unspecified, meaning that the current default device will be used.
*
* The default direction is AAUDIO_DIRECTION_OUTPUT.
* The default sharing mode is AAUDIO_SHARING_MODE_SHARED.
* The data format, samplesPerFrames and sampleRate are unspecified and will be
* chosen by the device when it is opened.
*
* AAudioStreamBuilder_delete() must be called when you are done using the builder.
*/
AAUDIO_API aaudio_result_t AAudio_createStreamBuilder(AAudioStreamBuilder** builder);
/**
* Request an audio device identified device using an ID.
* On Android, for example, the ID could be obtained from the Java AudioManager.
*
* The default, if you do not call this function, is AAUDIO_UNSPECIFIED,
* in which case the primary device will be used.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param deviceId device identifier or AAUDIO_UNSPECIFIED
*/
AAUDIO_API void AAudioStreamBuilder_setDeviceId(AAudioStreamBuilder* builder,
int32_t deviceId);
/**
* Request a sample rate in Hertz.
*
* The default, if you do not call this function, is AAUDIO_UNSPECIFIED.
* An optimal value will then be chosen when the stream is opened.
* After opening a stream with an unspecified value, the application must
* query for the actual value, which may vary by device.
*
* If an exact value is specified then an opened stream will use that value.
* If a stream cannot be opened with the specified value then the open will fail.
*
* @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 channels for the stream.
*
* The default, if you do not call this function, is AAUDIO_UNSPECIFIED.
* An optimal value will then be chosen when the stream is opened.
* After opening a stream with an unspecified value, the application must
* query for the actual value, which may vary by device.
*
* If an exact value is specified then an opened stream will use that value.
* If a stream cannot be opened with the specified value then the open will fail.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param channelCount Number of channels desired.
*/
AAUDIO_API void AAudioStreamBuilder_setChannelCount(AAudioStreamBuilder* builder,
int32_t channelCount);
/**
* Identical to AAudioStreamBuilder_setChannelCount().
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param samplesPerFrame Number of samples in a frame.
*/
AAUDIO_API void AAudioStreamBuilder_setSamplesPerFrame(AAudioStreamBuilder* builder,
int32_t samplesPerFrame);
/**
* Request a sample data format, for example AAUDIO_FORMAT_PCM_I16.
*
* The default, if you do not call this function, is AAUDIO_UNSPECIFIED.
* An optimal value will then be chosen when the stream is opened.
* After opening a stream with an unspecified value, the application must
* query for the actual value, which may vary by device.
*
* If an exact value is specified then an opened stream will use that value.
* If a stream cannot be opened with the specified value then the open will fail.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param format common formats are AAUDIO_FORMAT_PCM_FLOAT and AAUDIO_FORMAT_PCM_I16.
*/
AAUDIO_API void AAudioStreamBuilder_setFormat(AAudioStreamBuilder* builder,
aaudio_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.
* 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_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, 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
*/
AAUDIO_API void AAudioStreamBuilder_setDirection(AAudioStreamBuilder* builder,
aaudio_direction_t direction);
/**
* Set the requested buffer capacity in frames.
* The final AAudioStream capacity may differ, but will probably be at least this big.
*
* The default, if you do not call this function, is AAUDIO_UNSPECIFIED.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param numFrames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED
*/
AAUDIO_API void AAudioStreamBuilder_setBufferCapacityInFrames(AAudioStreamBuilder* builder,
int32_t numFrames);
/**
* Set the requested performance mode.
*
* The default, if you do not call this function, is AAUDIO_PERFORMANCE_MODE_NONE.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param mode the desired performance mode, eg. AAUDIO_PERFORMANCE_MODE_LOW_LATENCY
*/
AAUDIO_API void AAudioStreamBuilder_setPerformanceMode(AAudioStreamBuilder* builder,
aaudio_performance_mode_t mode);
/**
* 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 AAudioStream_dataCallback} 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.
*
* AAudioStream_close must be called when finished with the stream to recover
* the memory and to free the associated resources.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @param stream pointer to a variable to receive the new stream reference
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStreamBuilder_openStream(AAudioStreamBuilder* builder,
AAudioStream** stream);
/**
* Delete the resources associated with the StreamBuilder.
*
* @param builder reference provided by AAudio_createStreamBuilder()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStreamBuilder_delete(AAudioStreamBuilder* builder);
// ============================================================
// Stream Control
// ============================================================
/**
* Free the resources associated with a stream created by AAudioStreamBuilder_openStream()
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_close(AAudioStream* stream);
/**
* Asynchronously request to start playing the stream. For output streams, one should
* write to the stream to fill the buffer before starting.
* Otherwise it will underflow.
* After this call the state will be in AAUDIO_STREAM_STATE_STARTING or AAUDIO_STREAM_STATE_STARTED.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_requestStart(AAudioStream* stream);
/**
* Asynchronous request for the stream to pause.
* Pausing a stream will freeze the data flow but not flush any buffers.
* Use AAudioStream_Start() to resume playback after a pause.
* After this call the state will be in AAUDIO_STREAM_STATE_PAUSING or AAUDIO_STREAM_STATE_PAUSED.
*
* This will return AAUDIO_ERROR_UNIMPLEMENTED for input streams.
* For input streams use AAudioStream_requestStop().
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_requestPause(AAudioStream* stream);
/**
* Asynchronous request for the stream to flush.
* Flushing will discard any pending data.
* This call only works if the stream is pausing or paused. TODO review
* Frame counters are not reset by a flush. They may be advanced.
* After this call the state will be in AAUDIO_STREAM_STATE_FLUSHING or AAUDIO_STREAM_STATE_FLUSHED.
*
* This will return AAUDIO_ERROR_UNIMPLEMENTED for input streams.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_requestFlush(AAudioStream* stream);
/**
* Asynchronous request for the stream to stop.
* The stream will stop after all of the data currently buffered has been played.
* After this call the state will be in AAUDIO_STREAM_STATE_STOPPING or AAUDIO_STREAM_STATE_STOPPED.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_requestStop(AAudioStream* stream);
/**
* Query the current state of the client, eg. AAUDIO_STREAM_STATE_PAUSING
*
* This function will immediately return the state without updating the state.
* If you want to update the client state based on the server state then
* call AAudioStream_waitForStateChange() with currentState
* set to AAUDIO_STREAM_STATE_UNKNOWN and a zero timeout.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
*/
AAUDIO_API aaudio_stream_state_t AAudioStream_getState(AAudioStream* stream);
/**
* Wait until the current state no longer matches the input state.
*
* This will update the current client state.
*
* <pre><code>
* aaudio_stream_state_t currentState;
* aaudio_result_t result = AAudioStream_getState(stream, &currentState);
* while (result == AAUDIO_OK && currentState != AAUDIO_STREAM_STATE_PAUSING) {
* result = AAudioStream_waitForStateChange(
* stream, currentState, &currentState, MY_TIMEOUT_NANOS);
* }
* </code></pre>
*
* @param stream A reference provided by AAudioStreamBuilder_openStream()
* @param inputState The state we want to avoid.
* @param nextState Pointer to a variable that will be set to the new state.
* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
* @return AAUDIO_OK or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_waitForStateChange(AAudioStream* stream,
aaudio_stream_state_t inputState,
aaudio_stream_state_t *nextState,
int64_t timeoutNanoseconds);
// ============================================================
// Stream I/O
// ============================================================
/**
* Read data from the stream.
*
* The call will wait until the read is complete or until it runs out of time.
* If timeoutNanos is zero then this call will not wait.
*
* Note that timeoutNanoseconds is a relative duration in wall clock time.
* Time will not stop if the thread is asleep.
* So it will be implemented using CLOCK_BOOTTIME.
*
* This call is "strong non-blocking" unless it has to wait for data.
*
* @param stream A stream created using AAudioStreamBuilder_openStream().
* @param buffer The address of the first sample.
* @param numFrames Number of frames to read. Only complete frames will be written.
* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
* @return The number of frames actually read or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_read(AAudioStream* stream,
void *buffer,
int32_t numFrames,
int64_t timeoutNanoseconds);
/**
* Write data to the stream.
*
* The call will wait until the write is complete or until it runs out of time.
* If timeoutNanos is zero then this call will not wait.
*
* Note that timeoutNanoseconds is a relative duration in wall clock time.
* Time will not stop if the thread is asleep.
* So it will be implemented using CLOCK_BOOTTIME.
*
* This call is "strong non-blocking" unless it has to wait for room in the buffer.
*
* @param stream A stream created using AAudioStreamBuilder_openStream().
* @param buffer The address of the first sample.
* @param numFrames Number of frames to write. Only complete frames will be written.
* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
* @return The number of frames actually written or a negative error.
*/
AAUDIO_API aaudio_result_t AAudioStream_write(AAudioStream* stream,
const void *buffer,
int32_t numFrames,
int64_t timeoutNanoseconds);
// ============================================================
// Stream - queries
// ============================================================
/**
* This can be used to adjust the latency of the buffer by changing
* the threshold where blocking will occur.
* By combining this with AAudioStream_getXRunCount(), the latency can be tuned
* at run-time for each device.
*
* This cannot be set higher than AAudioStream_getBufferCapacityInFrames().
*
* Note that you will probably not get the exact size you request.
* Call AAudioStream_getBufferSizeInFrames() to see what the actual final size is.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @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 numFrames);
/**
* Query the maximum number of frames that can be filled without blocking.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return buffer size in frames.
*/
AAUDIO_API int32_t AAudioStream_getBufferSizeInFrames(AAudioStream* stream);
/**
* Query the number of frames that the application should read or write at
* one time for optimal performance. It is OK if an application writes
* a different number of frames. But the buffer size may need to be larger
* in order to avoid underruns or overruns.
*
* Note that this may or may not match the actual device burst size.
* For some endpoints, the burst size can vary dynamically.
* But these tend to be devices with high latency.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return burst size
*/
AAUDIO_API int32_t AAudioStream_getFramesPerBurst(AAudioStream* stream);
/**
* Query maximum buffer capacity in frames.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @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
* and the system runs out of valid data.
* During recording, an overrun will occur if the stream is not read in time
* and there is no place to put the incoming data so it is discarded.
*
* An underrun or overrun can cause an audible "pop" or "glitch".
*
* Note that some INPUT devices may not support this function.
* In that case a 0 will always be returned.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return the underrun or overrun count
*/
AAUDIO_API int32_t AAudioStream_getXRunCount(AAudioStream* stream);
/**
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual sample rate
*/
AAUDIO_API int32_t AAudioStream_getSampleRate(AAudioStream* stream);
/**
* A stream has one or more channels of data.
* A frame will contain one sample for each channel.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual number of channels
*/
AAUDIO_API int32_t AAudioStream_getChannelCount(AAudioStream* stream);
/**
* Identical to AAudioStream_getChannelCount().
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual number of samples frame
*/
AAUDIO_API int32_t AAudioStream_getSamplesPerFrame(AAudioStream* stream);
/**
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual device ID
*/
AAUDIO_API int32_t AAudioStream_getDeviceId(AAudioStream* stream);
/**
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual data format
*/
AAUDIO_API aaudio_format_t AAudioStream_getFormat(AAudioStream* stream);
/**
* Provide actual sharing mode.
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return actual sharing mode
*/
AAUDIO_API aaudio_sharing_mode_t AAudioStream_getSharingMode(AAudioStream* stream);
/**
* Get the performance mode used by the stream.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
*/
AAUDIO_API aaudio_performance_mode_t AAudioStream_getPerformanceMode(AAudioStream* stream);
/**
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return direction
*/
AAUDIO_API aaudio_direction_t AAudioStream_getDirection(AAudioStream* stream);
/**
* Passes back the number of frames that have been written since the stream was created.
* For an output stream, this will be advanced by the application calling write().
* For an input stream, this will be advanced by the endpoint.
*
* The frame position is monotonically increasing.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return frames written
*/
AAUDIO_API int64_t AAudioStream_getFramesWritten(AAudioStream* stream);
/**
* Passes back the number of frames that have been read since the stream was created.
* For an output stream, this will be advanced by the endpoint.
* For an input stream, this will be advanced by the application calling read().
*
* The frame position is monotonically increasing.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @return frames read
*/
AAUDIO_API int64_t AAudioStream_getFramesRead(AAudioStream* stream);
/**
* Passes back the time at which a particular frame was presented.
* This can be used to synchronize audio with video or MIDI.
* It can also be used to align a recorded stream with a playback stream.
*
* Timestamps are only valid when the stream is in AAUDIO_STREAM_STATE_STARTED.
* AAUDIO_ERROR_INVALID_STATE will be returned if the stream is not started.
* Note that because requestStart() is asynchronous, timestamps will not be valid until
* a short time after calling requestStart().
* So AAUDIO_ERROR_INVALID_STATE should not be considered a fatal error.
* Just try calling again later.
*
* If an error occurs, then the position and time will not be modified.
*
* The position and time passed back are monotonically increasing.
*
* @param stream reference provided by AAudioStreamBuilder_openStream()
* @param clockid CLOCK_MONOTONIC or CLOCK_BOOTTIME
* @param framePosition pointer to a variable to receive the position
* @param timeNanoseconds pointer to a variable to receive the time
* @return AAUDIO_OK or a negative error
*/
AAUDIO_API aaudio_result_t AAudioStream_getTimestamp(AAudioStream* stream,
clockid_t clockid,
int64_t *framePosition,
int64_t *timeNanoseconds);
#ifdef __cplusplus
}
#endif
#endif //AAUDIO_AAUDIO_H
/** @} */