jamulus/android/sound.cpp
2014-01-03 08:56:31 +00:00

265 lines
9.3 KiB
C++

/******************************************************************************\
* Copyright (c) 2004-2014
*
* Author(s):
* Volker Fischer
*
******************************************************************************
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
\******************************************************************************/
#include "sound.h"
/* Implementation *************************************************************/
CSound::CSound ( void (*fpNewProcessCallback) ( CVector<short>& psData, void* arg ), void* arg ) :
CSoundBase ( "OpenSL", true, fpNewProcessCallback, arg )
{
// set up stream format
SLDataFormat_PCM streamFormat;
streamFormat.formatType = SL_DATAFORMAT_PCM;
streamFormat.numChannels = 2;
streamFormat.samplesPerSec = SYSTEM_SAMPLE_RATE_HZ * 1000; // unit is mHz
streamFormat.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
streamFormat.containerSize = 16;
streamFormat.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
streamFormat.endianness = SL_BYTEORDER_LITTLEENDIAN;
// create the OpenSL root engine object
slCreateEngine ( &engineObject,
0,
nullptr,
0,
nullptr,
nullptr );
// realize the engine
(*engineObject)->Realize ( engineObject,
SL_BOOLEAN_FALSE );
// get the engine interface (required to create other objects)
(*engineObject)->GetInterface ( engineObject,
SL_IID_ENGINE,
&engine );
// create the main output mix
(*engine)->CreateOutputMix ( engine,
&outputMixObject,
0,
nullptr,
nullptr );
// realize the output mix
(*outputMixObject)->Realize ( outputMixObject,
SL_BOOLEAN_FALSE );
// configure the audio (data) source for input
SLDataLocator_IODevice micLocator;
micLocator.locatorType = SL_DATALOCATOR_IODEVICE;
micLocator.deviceType = SL_IODEVICE_AUDIOINPUT;
micLocator.deviceID = SL_DEFAULTDEVICEID_AUDIOINPUT;
micLocator.device = nullptr;
SLDataSource inDataSource;
inDataSource.pLocator = &micLocator;
inDataSource.pFormat = nullptr;
// configure the input buffer queue
SLDataLocator_AndroidSimpleBufferQueue inBufferQueue;
inBufferQueue.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
inBufferQueue.numBuffers = 1; // max number of buffers in queue
// configure the audio (data) sink for input
SLDataSink inDataSink;
inDataSink.pLocator = &inBufferQueue;
inDataSink.pFormat = &streamFormat;
// create the audio recorder
const SLInterfaceID recorderIds[] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE };
const SLboolean recorderReq[] = { SL_BOOLEAN_TRUE };
(*engine)->CreateAudioRecorder ( engine,
&recorderObject,
&inDataSource,
&inDataSink,
1,
recorderIds,
recorderReq );
// realize the audio recorder
(*recorderObject)->Realize ( recorderObject,
SL_BOOLEAN_FALSE );
// get the audio recorder interface
(*recorderObject)->GetInterface ( recorderObject,
SL_IID_RECORD,
&recorder );
// get the audio recorder simple buffer queue interface
(*recorderObject)->GetInterface ( recorderObject,
SL_IID_ANDROIDSIMPLEBUFFERQUEUE,
&recorderSimpleBufQueue );
// register the audio input callback
(*recorderSimpleBufQueue)->RegisterCallback ( recorderSimpleBufQueue,
processInput,
this );
// configure the output buffer queue
SLDataLocator_AndroidSimpleBufferQueue outBufferQueue;
outBufferQueue.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
outBufferQueue.numBuffers = 1; // max number of buffers in queue
// configure the audio (data) source for output
SLDataSource outDataSource;
outDataSource.pLocator = &outBufferQueue;
outDataSource.pFormat = &streamFormat;
// configure the output mix
SLDataLocator_OutputMix outputMix;
outputMix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
outputMix.outputMix = outputMixObject;
// configure the audio (data) sink for output
SLDataSink outDataSink;
outDataSink.pLocator = &outputMix;
outDataSink.pFormat = nullptr;
// create the audio player
const SLInterfaceID playerIds[] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE };
const SLboolean playerReq[] = { SL_BOOLEAN_TRUE };
(*engine)->CreateAudioPlayer ( engine,
&playerObject,
&outDataSource,
&outDataSink,
1,
playerIds,
playerReq );
// realize the audio player
(*playerObject)->Realize ( playerObject,
SL_BOOLEAN_FALSE );
// get the audio player interface
(*playerObject)->GetInterface ( playerObject,
SL_IID_PLAY,
&player );
// get the audio player simple buffer queue interface
(*playerObject)->GetInterface ( playerObject,
SL_IID_ANDROIDSIMPLEBUFFERQUEUE,
&playerSimpleBufQueue );
// register the audio output callback
(*playerSimpleBufQueue)->RegisterCallback ( playerSimpleBufQueue,
processOutput,
this );
}
void CSound::CloseOpenSL()
{
// clean up
(*recorderObject)->Destroy ( recorderObject );
(*playerObject)->Destroy ( playerObject );
(*outputMixObject)->Destroy ( outputMixObject );
(*engineObject)->Destroy ( engineObject );
}
void CSound::Start()
{
// start the rendering
(*recorder)->SetRecordState ( recorder, SL_RECORDSTATE_RECORDING );
(*player)->SetPlayState ( player, SL_PLAYSTATE_PLAYING );
// call base class
CSoundBase::Start();
}
void CSound::Stop()
{
// stop the audio stream
(*recorder)->SetRecordState ( recorder, SL_RECORDSTATE_STOPPED );
(*player)->SetPlayState ( player, SL_PLAYSTATE_STOPPED );
// clear the buffers
(*playerSimpleBufQueue)->Clear ( playerSimpleBufQueue );
// call base class
CSoundBase::Stop();
}
int CSound::Init ( const int iNewPrefMonoBufferSize )
{
// store buffer size
iOpenSLBufferSizeMono = iNewPrefMonoBufferSize;
// init base class
CSoundBase::Init ( iOpenSLBufferSizeMono );
// set internal buffer size value and calculate stereo buffer size
// TODO: somehow if the following line is enabled, we get a crash...
iOpenSLBufferSizeStereo = 2 * iOpenSLBufferSizeMono;
// create memory for intermediate audio buffer
vecsTmpAudioSndCrdStereo.Init ( iOpenSLBufferSizeStereo );
return iOpenSLBufferSizeMono;
}
void CSound::processInput ( SLAndroidSimpleBufferQueueItf bufferQueue,
void* instance )
{
CSound* pSound = static_cast<CSound*> ( instance );
// only process if we are running
if ( !pSound->bRun )
{
return;
}
QMutexLocker locker ( &pSound->Mutex );
// enqueue the buffer for record
(*bufferQueue)->Enqueue ( bufferQueue,
&pSound->vecsTmpAudioSndCrdStereo[0],
pSound->iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
// call processing callback function
pSound->ProcessCallback ( pSound->vecsTmpAudioSndCrdStereo );
}
void CSound::processOutput ( SLAndroidSimpleBufferQueueItf bufferQueue,
void* instance )
{
CSound* pSound = static_cast<CSound*> ( instance );
// only process if we are running
if ( !pSound->bRun )
{
return;
}
QMutexLocker locker ( &pSound->Mutex );
// enqueue the buffer for playback
(*bufferQueue)->Enqueue ( bufferQueue,
&pSound->vecsTmpAudioSndCrdStereo[0],
pSound->iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
}