/* * Copyright (C) 2019 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. */ /** * Return stop from the callback * and then close the stream immediately. */ #include <atomic> #include <mutex> #include <stdio.h> #include <thread> #include <unistd.h> #include <aaudio/AAudio.h> #define DURATION_SECONDS 5 struct AudioEngine { AAudioStreamBuilder *builder = nullptr; AAudioStream *stream = nullptr; std::thread *thread = nullptr; std::atomic<bool> started{false}; std::mutex doneLock; // Use a mutex so we can sleep on it while join()ing. std::atomic<bool> done{false}; aaudio_result_t join() { aaudio_result_t result = AAUDIO_ERROR_INVALID_STATE; if (stream != nullptr) { while (true) { { // Will block if the thread is running. // This mutex is used to close() immediately after the callback returns // and before the requestStop() is called. std::lock_guard<std::mutex> lock(doneLock); if (done) break; } printf("join() got mutex but stream not done!"); usleep(10 * 1000); // sleep then check again } result = AAudioStream_close(stream); stream = nullptr; } return result; } }; // Callback function that fills the audio output buffer. static aaudio_data_callback_result_t s_myDataCallbackProc( AAudioStream *stream, void *userData, void *audioData, int32_t numFrames ) { (void) stream; (void) audioData; (void) numFrames; AudioEngine *engine = (struct AudioEngine *)userData; std::lock_guard<std::mutex> lock(engine->doneLock); engine->started = true; usleep(DURATION_SECONDS * 1000 * 1000); // Mimic SynthMark procedure. engine->done = true; return AAUDIO_CALLBACK_RESULT_STOP; } static void s_myErrorCallbackProc( AAudioStream *stream __unused, void *userData __unused, aaudio_result_t error) { printf("%s() - error = %d\n", __func__, error); } static aaudio_result_t s_OpenAudioStream(struct AudioEngine *engine) { // Use an AAudioStreamBuilder to contain requested parameters. aaudio_result_t result = AAudio_createStreamBuilder(&engine->builder); if (result != AAUDIO_OK) { printf("AAudio_createStreamBuilder returned %s", AAudio_convertResultToText(result)); return result; } // Request stream properties. AAudioStreamBuilder_setPerformanceMode(engine->builder, AAUDIO_PERFORMANCE_MODE_LOW_LATENCY); AAudioStreamBuilder_setDataCallback(engine->builder, s_myDataCallbackProc, engine); AAudioStreamBuilder_setErrorCallback(engine->builder, s_myErrorCallbackProc, engine); // Create an AAudioStream using the Builder. result = AAudioStreamBuilder_openStream(engine->builder, &engine->stream); if (result != AAUDIO_OK) { printf("AAudioStreamBuilder_openStream returned %s", AAudio_convertResultToText(result)); return result; } return result; } int main(int argc, char **argv) { (void) argc; (void) argv; struct AudioEngine engine; aaudio_result_t result = AAUDIO_OK; int errorCount = 0; // Make printf print immediately so that debug info is not stuck // in a buffer if we hang or crash. setvbuf(stdout, nullptr, _IONBF, (size_t) 0); printf("Test Return Stop Hang V1.0\n"); result = s_OpenAudioStream(&engine); if (result != AAUDIO_OK) { printf("s_OpenAudioStream returned %s\n", AAudio_convertResultToText(result)); errorCount++; } // Check to see what kind of stream we actually got. int32_t deviceId = AAudioStream_getDeviceId(engine.stream); aaudio_performance_mode_t actualPerfMode = AAudioStream_getPerformanceMode(engine.stream); printf("-------- opened: deviceId = %3d, perfMode = %d\n", deviceId, actualPerfMode); // Start stream. result = AAudioStream_requestStart(engine.stream); printf("AAudioStream_requestStart() returned %d >>>>>>>>>>>>>>>>>>>>>>\n", result); if (result != AAUDIO_OK) { errorCount++; } else { int counter = 0; while (!engine.started) { printf("Waiting for stream to start, %d\n", counter++); usleep(5 * 1000); } printf("You should see more messages %d seconds after this. If not then the test failed!\n", DURATION_SECONDS); result = engine.join(); // This might hang! AAudioStreamBuilder_delete(engine.builder); engine.builder = nullptr; } printf("aaudio result = %d = %s\n", result, AAudio_convertResultToText(result)); printf("test %s\n", errorCount ? "FAILED" : "PASSED"); return errorCount ? EXIT_FAILURE : EXIT_SUCCESS; }