/* * 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 {@link #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 { /** * Audio data will travel out of the device, for example through a speaker. */ AAUDIO_DIRECTION_OUTPUT, /** * Audio data will travel into the device, for example from a microphone. */ AAUDIO_DIRECTION_INPUT }; typedef int32_t aaudio_direction_t; enum { AAUDIO_FORMAT_INVALID = -1, AAUDIO_FORMAT_UNSPECIFIED = 0, /** * This format uses the int16_t data type. * The maximum range of the data is -32768 to 32767. */ AAUDIO_FORMAT_PCM_I16, /** * This format uses the float data type. * The nominal range of the data is [-1.0f, 1.0f). * Values outside that range may be clipped. * * See also 'floatData' at * https://developer.android.com/reference/android/media/AudioTrack#write(float[],%20int,%20int,%20int) */ AAUDIO_FORMAT_PCM_FLOAT }; typedef int32_t aaudio_format_t; /** * These result codes are returned from AAudio functions to indicate success or failure. * Note that error return codes may change in the future so applications should generally * not rely on specific return codes. */ enum { /** * The call was successful. */ AAUDIO_OK, AAUDIO_ERROR_BASE = -900, // TODO review /** * The audio device was disconnected. This could occur, for example, when headphones * are plugged in or unplugged. The stream cannot be used after the device is disconnected. * Applications should stop and close the stream. * If this error is received in an error callback then another thread should be * used to stop and close the stream. */ AAUDIO_ERROR_DISCONNECTED, /** * An invalid parameter was passed to AAudio. */ AAUDIO_ERROR_ILLEGAL_ARGUMENT, // reserved AAUDIO_ERROR_INTERNAL = AAUDIO_ERROR_ILLEGAL_ARGUMENT + 2, /** * The requested operation is not appropriate for the current state of AAudio. */ AAUDIO_ERROR_INVALID_STATE, // reserved // reserved /* The server rejected the handle used to identify the stream. */ AAUDIO_ERROR_INVALID_HANDLE = AAUDIO_ERROR_INVALID_STATE + 3, // reserved /** * The function is not implemented for this stream. */ AAUDIO_ERROR_UNIMPLEMENTED = AAUDIO_ERROR_INVALID_HANDLE + 2, /** * A resource or information is unavailable. * This could occur when an application tries to open too many streams, * or a timestamp is not available. */ AAUDIO_ERROR_UNAVAILABLE, AAUDIO_ERROR_NO_FREE_HANDLES, /** * Memory could not be allocated. */ AAUDIO_ERROR_NO_MEMORY, /** * A NULL pointer was passed to AAudio. * Or a NULL pointer was detected internally. */ AAUDIO_ERROR_NULL, /** * An operation took longer than expected. */ AAUDIO_ERROR_TIMEOUT, AAUDIO_ERROR_WOULD_BLOCK, /** * The requested data format is not supported. */ AAUDIO_ERROR_INVALID_FORMAT, /** * A requested was out of range. */ AAUDIO_ERROR_OUT_OF_RANGE, /** * The audio service was not available. */ AAUDIO_ERROR_NO_SERVICE, /** * The requested sample rate was not supported. */ 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 more important than low latency. * * This mode is not supported in input streams. * For input, mode NONE will be used if this is requested. */ AAUDIO_PERFORMANCE_MODE_POWER_SAVING, /** * Reducing latency is more important than battery life. */ AAUDIO_PERFORMANCE_MODE_LOW_LATENCY }; typedef int32_t aaudio_performance_mode_t; /** * The USAGE attribute expresses "why" you are playing a sound, what is this sound used for. * This information is used by certain platforms or routing policies * to make more refined volume or routing decisions. * * Note that these match the equivalent values in {@link android.media.AudioAttributes} * in the Android Java API. * * Added in API level 28. */ enum { /** * Use this for streaming media, music performance, video, podcasts, etcetera. */ AAUDIO_USAGE_MEDIA = 1, /** * Use this for voice over IP, telephony, etcetera. */ AAUDIO_USAGE_VOICE_COMMUNICATION = 2, /** * Use this for sounds associated with telephony such as busy tones, DTMF, etcetera. */ AAUDIO_USAGE_VOICE_COMMUNICATION_SIGNALLING = 3, /** * Use this to demand the users attention. */ AAUDIO_USAGE_ALARM = 4, /** * Use this for notifying the user when a message has arrived or some * other background event has occured. */ AAUDIO_USAGE_NOTIFICATION = 5, /** * Use this when the phone rings. */ AAUDIO_USAGE_NOTIFICATION_RINGTONE = 6, /** * Use this to attract the users attention when, for example, the battery is low. */ AAUDIO_USAGE_NOTIFICATION_EVENT = 10, /** * Use this for screen readers, etcetera. */ AAUDIO_USAGE_ASSISTANCE_ACCESSIBILITY = 11, /** * Use this for driving or navigation directions. */ AAUDIO_USAGE_ASSISTANCE_NAVIGATION_GUIDANCE = 12, /** * Use this for user interface sounds, beeps, etcetera. */ AAUDIO_USAGE_ASSISTANCE_SONIFICATION = 13, /** * Use this for game audio and sound effects. */ AAUDIO_USAGE_GAME = 14, /** * Use this for audio responses to user queries, audio instructions or help utterances. */ AAUDIO_USAGE_ASSISTANT = 16 }; typedef int32_t aaudio_usage_t; /** * The CONTENT_TYPE attribute describes "what" you are playing. * It expresses the general category of the content. This information is optional. * But in case it is known (for instance AAUDIO_CONTENT_TYPE_MOVIE for a * movie streaming service or AAUDIO_CONTENT_TYPE_SPEECH for * an audio book application) this information might be used by the audio framework to * enforce audio focus. * * Note that these match the equivalent values in {@link android.media.AudioAttributes} * in the Android Java API. * * Added in API level 28. */ enum { /** * Use this for spoken voice, audio books, etcetera. */ AAUDIO_CONTENT_TYPE_SPEECH = 1, /** * Use this for pre-recorded or live music. */ AAUDIO_CONTENT_TYPE_MUSIC = 2, /** * Use this for a movie or video soundtrack. */ AAUDIO_CONTENT_TYPE_MOVIE = 3, /** * Use this for sound is designed to accompany a user action, * such as a click or beep sound made when the user presses a button. */ AAUDIO_CONTENT_TYPE_SONIFICATION = 4 }; typedef int32_t aaudio_content_type_t; /** * Defines the audio source. * An audio source defines both a default physical source of audio signal, and a recording * configuration. * * Note that these match the equivalent values in MediaRecorder.AudioSource in the Android Java API. * * Added in API level 28. */ enum { /** * Use this preset when other presets do not apply. */ AAUDIO_INPUT_PRESET_GENERIC = 1, /** * Use this preset when recording video. */ AAUDIO_INPUT_PRESET_CAMCORDER = 5, /** * Use this preset when doing speech recognition. */ AAUDIO_INPUT_PRESET_VOICE_RECOGNITION = 6, /** * Use this preset when doing telephony or voice messaging. */ AAUDIO_INPUT_PRESET_VOICE_COMMUNICATION = 7, /** * Use this preset to obtain an input with no effects. * Note that this input will not have automatic gain control * so the recorded volume may be very low. */ AAUDIO_INPUT_PRESET_UNPROCESSED = 9, /** * Use this preset for capturing audio meant to be processed in real time * and played back for live performance (e.g karaoke). * The capture path will minimize latency and coupling with playback path. */ AAUDIO_INPUT_PRESET_VOICE_PERFORMANCE = 10, }; typedef int32_t aaudio_input_preset_t; /** * Specifying if audio may or may not be captured by other apps or the system. * * Note that these match the equivalent values in {@link android.media.AudioAttributes} * in the Android Java API. * * Added in API level 29. */ enum { /** * Indicates that the audio may be captured by any app. * * For privacy, the following usages can not be recorded: AAUDIO_VOICE_COMMUNICATION*, * AAUDIO_USAGE_NOTIFICATION*, AAUDIO_USAGE_ASSISTANCE* and {@link #AAUDIO_USAGE_ASSISTANT}. * * On {@link android.os.Build.VERSION_CODES#Q}, this means only {@link #AAUDIO_USAGE_MEDIA} * and {@link #AAUDIO_USAGE_GAME} may be captured. * * See {@link android.media.AudioAttributes#ALLOW_CAPTURE_BY_ALL}. */ AAUDIO_ALLOW_CAPTURE_BY_ALL = 1, /** * Indicates that the audio may only be captured by system apps. * * System apps can capture for many purposes like accessibility, user guidance... * but have strong restriction. See * {@link android.media.AudioAttributes#ALLOW_CAPTURE_BY_SYSTEM} for what the system apps * can do with the capture audio. */ AAUDIO_ALLOW_CAPTURE_BY_SYSTEM = 2, /** * Indicates that the audio may not be recorded by any app, even if it is a system app. * * It is encouraged to use {@link #AAUDIO_ALLOW_CAPTURE_BY_SYSTEM} instead of this value as system apps * provide significant and useful features for the user (eg. accessibility). * See {@link android.media.AudioAttributes#ALLOW_CAPTURE_BY_NONE}. */ AAUDIO_ALLOW_CAPTURE_BY_NONE = 3, }; typedef int32_t aaudio_allowed_capture_policy_t; /** * These may be used with AAudioStreamBuilder_setSessionId(). * * Added in API level 28. */ enum { /** * Do not allocate a session ID. * Effects cannot be used with this stream. * Default. * * Added in API level 28. */ AAUDIO_SESSION_ID_NONE = -1, /** * Allocate a session ID that can be used to attach and control * effects using the Java AudioEffects API. * Note that using this may result in higher latency. * * Note that this matches the value of AudioManager.AUDIO_SESSION_ID_GENERATE. * * Added in API level 28. */ AAUDIO_SESSION_ID_ALLOCATE = 0, }; typedef int32_t aaudio_session_id_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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); // ============================================================ // 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 {@link #AAUDIO_DIRECTION_OUTPUT}. * The default sharing mode is {@link #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) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_UNSPECIFIED}, * in which case the primary device will be used. * * @param builder reference provided by AAudio_createStreamBuilder() * @param deviceId device identifier or {@link #AAUDIO_UNSPECIFIED} */ AAUDIO_API void AAudioStreamBuilder_setDeviceId(AAudioStreamBuilder* builder, int32_t deviceId) __INTRODUCED_IN(26); /** * Request a sample rate in Hertz. * * The default, if you do not call this function, is {@link #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) __INTRODUCED_IN(26); /** * Request a number of channels for the stream. * * The default, if you do not call this function, is {@link #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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * Request a sample data format, for example {@link #AAUDIO_FORMAT_PCM_I16}. * * The default, if you do not call this function, is {@link #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 {@link #AAUDIO_FORMAT_PCM_FLOAT} and * {@link #AAUDIO_FORMAT_PCM_I16}. */ AAUDIO_API void AAudioStreamBuilder_setFormat(AAudioStreamBuilder* builder, aaudio_format_t format) __INTRODUCED_IN(26); /** * Request a mode for sharing the device. * * The default, if you do not call this function, is {@link #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 {@link #AAUDIO_SHARING_MODE_SHARED} or {@link #AAUDIO_SHARING_MODE_EXCLUSIVE} */ AAUDIO_API void AAudioStreamBuilder_setSharingMode(AAudioStreamBuilder* builder, aaudio_sharing_mode_t sharingMode) __INTRODUCED_IN(26); /** * Request the direction for a stream. * * The default, if you do not call this function, is {@link #AAUDIO_DIRECTION_OUTPUT}. * * @param builder reference provided by AAudio_createStreamBuilder() * @param direction {@link #AAUDIO_DIRECTION_OUTPUT} or {@link #AAUDIO_DIRECTION_INPUT} */ AAUDIO_API void AAudioStreamBuilder_setDirection(AAudioStreamBuilder* builder, aaudio_direction_t direction) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_UNSPECIFIED}. * * @param builder reference provided by AAudio_createStreamBuilder() * @param numFrames the desired buffer capacity in frames or {@link #AAUDIO_UNSPECIFIED} */ AAUDIO_API void AAudioStreamBuilder_setBufferCapacityInFrames(AAudioStreamBuilder* builder, int32_t numFrames) __INTRODUCED_IN(26); /** * Set the requested performance mode. * * Supported modes are {@link #AAUDIO_PERFORMANCE_MODE_NONE}, * {@link #AAUDIO_PERFORMANCE_MODE_POWER_SAVING} * and {@link #AAUDIO_PERFORMANCE_MODE_LOW_LATENCY}. * * The default, if you do not call this function, is {@link #AAUDIO_PERFORMANCE_MODE_NONE}. * * You may not get the mode you requested. * You can call AAudioStream_getPerformanceMode() * to find out the final mode for the stream. * * @param builder reference provided by AAudio_createStreamBuilder() * @param mode the desired performance mode, eg. {@link #AAUDIO_PERFORMANCE_MODE_LOW_LATENCY} */ AAUDIO_API void AAudioStreamBuilder_setPerformanceMode(AAudioStreamBuilder* builder, aaudio_performance_mode_t mode) __INTRODUCED_IN(26); /** * Set the intended use case for the stream. * * The AAudio 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 {@link #AAUDIO_USAGE_MEDIA}. * * Added in API level 28. * * @param builder reference provided by AAudio_createStreamBuilder() * @param usage the desired usage, eg. {@link #AAUDIO_USAGE_GAME} */ AAUDIO_API void AAudioStreamBuilder_setUsage(AAudioStreamBuilder* builder, aaudio_usage_t usage) __INTRODUCED_IN(28); /** * Set the type of audio data that the stream will carry. * * The AAudio 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 {@link #AAUDIO_CONTENT_TYPE_MUSIC}. * * Added in API level 28. * * @param builder reference provided by AAudio_createStreamBuilder() * @param contentType the type of audio data, eg. {@link #AAUDIO_CONTENT_TYPE_SPEECH} */ AAUDIO_API void AAudioStreamBuilder_setContentType(AAudioStreamBuilder* builder, aaudio_content_type_t contentType) __INTRODUCED_IN(28); /** * Set the input (capture) preset for the stream. * * The AAudio 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 {@link #AAUDIO_INPUT_PRESET_VOICE_RECOGNITION}. * That is because VOICE_RECOGNITION is the preset with the lowest latency * on many platforms. * * Added in API level 28. * * @param builder reference provided by AAudio_createStreamBuilder() * @param inputPreset the desired configuration for recording */ AAUDIO_API void AAudioStreamBuilder_setInputPreset(AAudioStreamBuilder* builder, aaudio_input_preset_t inputPreset) __INTRODUCED_IN(28); /** * Specify whether this stream audio may or may not be captured by other apps or the system. * * The default is {@link #AAUDIO_ALLOW_CAPTURE_BY_ALL}. * * Note that an application can also set its global policy, in which case the most restrictive * policy is always applied. See {@link android.media.AudioAttributes#setAllowedCapturePolicy(int)} * * Added in API level 29. * * @param builder reference provided by AAudio_createStreamBuilder() * @param inputPreset the desired level of opt-out from being captured. */ AAUDIO_API void AAudioStreamBuilder_setAllowedCapturePolicy(AAudioStreamBuilder* builder, aaudio_allowed_capture_policy_t capturePolicy) __INTRODUCED_IN(29); /** 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 {@link #AAUDIO_SESSION_ID_NONE}. * * If set to {@link #AAUDIO_SESSION_ID_ALLOCATE} then a session ID will be allocated * when the stream is opened. * * The allocated session ID can be obtained by calling AAudioStream_getSessionId() * and then used with this function when opening another stream. * This allows effects to be shared between streams. * * Session IDs from AAudio can be used with the Android Java APIs and vice versa. * So a session ID from an AAudio stream can be passed to Java * and effects applied using the Java AudioEffect API. * * Note that allocating or setting a session ID may result in a stream with higher latency. * * Allocated session IDs will always be positive and nonzero. * * Added in API level 28. * * @param builder reference provided by AAudio_createStreamBuilder() * @param sessionId an allocated sessionID or {@link #AAUDIO_SESSION_ID_ALLOCATE} */ AAUDIO_API void AAudioStreamBuilder_setSessionId(AAudioStreamBuilder* builder, aaudio_session_id_t sessionId) __INTRODUCED_IN(28); /** * 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. * * The audio data is passed through the buffer. So do NOT call AAudioStream_read() or * AAudioStream_write() on the stream that is making the callback. * * Note that numFrames can vary unless AAudioStreamBuilder_setFramesPerDataCallback() * is called. * * Also 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> * <li>stop or close the stream</li> * <li>AAudioStream_read()</li> * <li>AAudioStream_write()</li> * </ul> * * The following are OK to call from the data callback: * <ul> * <li>AAudioStream_get*()</li> * <li>AAudio_convertResultToText()</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, which can vary * @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) __INTRODUCED_IN(26); /** * Set the requested data callback buffer size in frames. * See {@link #AAudioStream_dataCallback}. * * The default, if you do not call this function, is {@link #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 {@link #AAUDIO_UNSPECIFIED} */ AAUDIO_API void AAudioStreamBuilder_setFramesPerDataCallback(AAudioStreamBuilder* builder, int32_t numFrames) __INTRODUCED_IN(26); /** * Prototype for the callback function that is passed to * AAudioStreamBuilder_setErrorCallback(). * * The following may NOT be called from the error callback: * <ul> * <li>AAudioStream_requestStop()</li> * <li>AAudioStream_requestPause()</li> * <li>AAudioStream_close()</li> * <li>AAudioStream_waitForStateChange()</li> * <li>AAudioStream_read()</li> * <li>AAudioStream_write()</li> * </ul> * * The following are OK to call from the error callback: * <ul> * <li>AAudioStream_get*()</li> * <li>AAudio_convertResultToText()</li> * </ul> * * @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 function if any error occurs or the stream is disconnected. * * It will be called, for example, if a headset or a USB device is unplugged causing the stream's * device to be unavailable or "disconnected". * Another possible cause of error would be a timeout or an unanticipated internal error. * * In response, this function should signal or create another thread to stop * and close this stream. The other thread could then reopen a stream on another device. * Do not stop or close the stream, or reopen the new stream, directly from this callback. * * This callback will not be called because of actions by the application, such as stopping * or closing a stream. * * 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) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStreamBuilder_openStream(AAudioStreamBuilder* builder, AAudioStream** stream) __INTRODUCED_IN(26); /** * Delete the resources associated with the StreamBuilder. * * @param builder reference provided by AAudio_createStreamBuilder() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStreamBuilder_delete(AAudioStreamBuilder* builder) __INTRODUCED_IN(26); // ============================================================ // Stream Control // ============================================================ /** * Free the resources associated with a stream created by AAudioStreamBuilder_openStream() * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_close(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_STREAM_STATE_STARTING} or * {@link #AAUDIO_STREAM_STATE_STARTED}. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestStart(AAudioStream* stream) __INTRODUCED_IN(26); /** * Asynchronous request for the stream to pause. * Pausing a stream will freeze the data flow but not flush any buffers. * Use AAudioStream_requestStart() to resume playback after a pause. * After this call the state will be in {@link #AAUDIO_STREAM_STATE_PAUSING} or * {@link #AAUDIO_STREAM_STATE_PAUSED}. * * This will return {@link #AAUDIO_ERROR_UNIMPLEMENTED} for input streams. * For input streams use AAudioStream_requestStop(). * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestPause(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_STREAM_STATE_FLUSHING} or * {@link #AAUDIO_STREAM_STATE_FLUSHED}. * * This will return {@link #AAUDIO_ERROR_UNIMPLEMENTED} for input streams. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestFlush(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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 {@link #AAUDIO_STREAM_STATE_STOPPING} or * {@link #AAUDIO_STREAM_STATE_STOPPED}. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return {@link #AAUDIO_OK} or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestStop(AAudioStream* stream) __INTRODUCED_IN(26); /** * Query the current state of the client, eg. {@link #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 {@link #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) __INTRODUCED_IN(26); /** * Wait until the current state no longer matches the input state. * * This will update the current client state. * * <pre><code> * aaudio_result_t result = AAUDIO_OK; * aaudio_stream_state_t currentState = AAudioStream_getState(stream); * aaudio_stream_state_t inputState = currentState; * while (result == AAUDIO_OK && currentState != AAUDIO_STREAM_STATE_PAUSED) { * result = AAudioStream_waitForStateChange( * stream, inputState, ¤tState, MY_TIMEOUT_NANOS); * inputState = currentState; * } * </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 {@link #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) __INTRODUCED_IN(26); // ============================================================ // 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. * * If the call times out then zero or a partial frame count will be returned. * * @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) __INTRODUCED_IN(26); /** * 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. * * If the call times out then zero or a partial frame count will be returned. * * @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) __INTRODUCED_IN(26); // ============================================================ // 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. * You can check the return value or 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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * 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_setFramesPerDataCallback() then this will be the same size. * * If AAudioStreamBuilder_setFramesPerDataCallback() was not called then this will * return the size chosen by AAudio, or {@link #AAUDIO_UNSPECIFIED}. * * {@link #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 {@link #AAUDIO_UNSPECIFIED} */ AAUDIO_API int32_t AAudioStream_getFramesPerDataCallback(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual sample rate */ AAUDIO_API int32_t AAudioStream_getSampleRate(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual device ID */ AAUDIO_API int32_t AAudioStream_getDeviceId(AAudioStream* stream) __INTRODUCED_IN(26); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual data format */ AAUDIO_API aaudio_format_t AAudioStream_getFormat(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * 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) __INTRODUCED_IN(26); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return direction */ AAUDIO_API aaudio_direction_t AAudioStream_getDirection(AAudioStream* stream) __INTRODUCED_IN(26); /** * 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() * or by a data callback. * 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) __INTRODUCED_IN(26); /** * 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() * or by a data callback. * * The frame position is monotonically increasing. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return frames read */ AAUDIO_API int64_t AAudioStream_getFramesRead(AAudioStream* stream) __INTRODUCED_IN(26); /** * Passes back the session ID associated with this stream. * * The session ID can be used to associate a stream with effects processors. * The effects are controlled using the Android AudioEffect Java API. * * If AAudioStreamBuilder_setSessionId() was * called with {@link #AAUDIO_SESSION_ID_ALLOCATE} * then a new session ID should be allocated once when the stream is opened. * * If AAudioStreamBuilder_setSessionId() was called with a previously allocated * session ID then that value should be returned. * * If AAudioStreamBuilder_setSessionId() was not called then this function should * return {@link #AAUDIO_SESSION_ID_NONE}. * * The sessionID for a stream should not change once the stream has been opened. * * Added in API level 28. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return session ID or {@link #AAUDIO_SESSION_ID_NONE} */ AAUDIO_API aaudio_session_id_t AAudioStream_getSessionId(AAudioStream* stream) __INTRODUCED_IN(28); /** * 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 {@link #AAUDIO_STREAM_STATE_STARTED}. * {@link #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 {@link #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 {@link #AAUDIO_OK} or a negative error */ AAUDIO_API aaudio_result_t AAudioStream_getTimestamp(AAudioStream* stream, clockid_t clockid, int64_t *framePosition, int64_t *timeNanoseconds) __INTRODUCED_IN(26); /** * Return the use case for the stream. * * Added in API level 28. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return frames read */ AAUDIO_API aaudio_usage_t AAudioStream_getUsage(AAudioStream* stream) __INTRODUCED_IN(28); /** * Return the content type for the stream. * * Added in API level 28. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return content type, for example {@link #AAUDIO_CONTENT_TYPE_MUSIC} */ AAUDIO_API aaudio_content_type_t AAudioStream_getContentType(AAudioStream* stream) __INTRODUCED_IN(28); /** * Return the input preset for the stream. * * Added in API level 28. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return input preset, for example {@link #AAUDIO_INPUT_PRESET_CAMCORDER} */ AAUDIO_API aaudio_input_preset_t AAudioStream_getInputPreset(AAudioStream* stream) __INTRODUCED_IN(28); /** * Return the policy that determines whether the audio may or may not be captured * by other apps or the system. * * Added in API level 29. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return the allowed capture policy, for example {@link #AAUDIO_ALLOW_CAPTURE_BY_ALL} */ AAUDIO_API aaudio_allowed_capture_policy_t AAudioStream_getAllowedCapturePolicy( AAudioStream* stream) __INTRODUCED_IN(29); #ifdef __cplusplus } #endif #endif //AAUDIO_AAUDIO_H /** @} */