/* * 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_H_ #define LB2_SOUND_SYSTEM_H_ #include #include "lb2/audio_buffer.h" #include "lb2/test_context.h" // for PerformanceMode // Interface for sound systems. // It is assumed that "pull" model (callback) is used for providing // sound data to the system, and "push" model (sync read) is used // for sound input. class SoundSystem { public: // The memory region pointed by this buffer must remain // valid until the write callback is called the next time, // or until 'shutdown' is called. using WriteCallback = std::function(size_t expectedFrames)>; SoundSystem() = default; SoundSystem(const SoundSystem&) = delete; SoundSystem& operator=(const SoundSystem&) = delete; virtual ~SoundSystem() {} // Probes the output hardware for the recommended parameters for input // and output streams. Returns 'false' if probing is impossible or has failed. // Note that this is a separate use case for the sound system. After commencing // probing, the instance of the sound system used for probing must be shut down. virtual bool probeDefaultSettings(PerformanceMode /*performanceMode*/, int* /*samplingRate*/, int* /*playerBufferFrameCount*/, int* /*recorderBufferFrameCount*/) { return false; } // Initializes the sound system for the regular testing scenario. // Returns 'true' if initialization was successful, 'false' otherwise. virtual bool init(WriteCallback callback) = 0; // Make sure the buffer of the input stream is empty, so fresh audio data // can be received immediately on the next call to 'readAudio'. // Returns 'true' if there were no errors, 'false' otherwise. virtual bool drainInput() = 0; // Reads from audio input into the provided buffer. A non-negative result value // indicates success, a negative return value indicates an error. virtual ssize_t readAudio(AudioBufferView buffer) = 0; // Shuts the sound system down. virtual void shutdown() = 0; }; #endif // LB2_SOUND_SYSTEM_H_