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/**
* Copyright 2013-2023 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package com.jogamp.common.av;
import java.nio.ByteBuffer;
import jogamp.common.Debug;
public interface AudioSink {
public static final boolean DEBUG = Debug.debug("AudioSink");
/** Default frame duration in millisecond, i.e. 1 {@link AudioFrame} per {@value} ms. */
public static final int DefaultFrameDuration = 32;
/** Initial audio queue size in milliseconds. {@value} ms, i.e. 16 {@link AudioFrame}s per 32 ms. See {@link #init(AudioFormat, float, int)}.*/
public static final int DefaultQueueSize = 16 * 32; // 512 ms
/** Audio queue size w/ video in milliseconds. {@value} ms, i.e. 24 {@link AudioFrame}s per 32 ms. See {@link #init(AudioFormat, float, int)}.*/
public static final int DefaultQueueSizeWithVideo = 24 * 32; // 768 ms
/** Default {@link AudioFormat}, [type PCM, sampleRate 44100, sampleSize 16, channelCount 2, signed, fixedP, !planar, littleEndian]. */
public static final AudioFormat DefaultFormat = new AudioFormat(44100, 16, 2, true /* signed */,
true /* fixed point */, false /* planar */, true /* littleEndian */);
/**
* Abstract audio frame containing multiple audio samples per channel, tracking {@link TimeFrameI} pts and size in bytes.
* <p>
* One {@link AudioFrame} may contain multiple pairs of samples per channel,
* i.e. this {@link AudioFrame} does not limit a frame to be one sample per channel.
* See its application in {@link AudioSink#enqueueData(int, ByteBuffer, int)}.
* </p>
* <p>
* Implementations may assign actual data to queue frames from streaming, see {@link AudioDataFrame}.
* </p>
* @see AudioSink#enqueueData(int, ByteBuffer, int)
*/
public static abstract class AudioFrame extends TimeFrameI {
protected int byteSize;
/**
* Ctor w/ zero duration, {@link #INVALID_PTS} and zero byte size
*/
public AudioFrame() {
this.byteSize = 0;
}
/**
* Create a new instance
* @param pts frame pts in milliseconds
* @param duration frame duration in milliseconds
* @param byteCount size in bytes
*/
public AudioFrame(final int pts, final int duration, final int byteCount) {
super(pts, duration);
this.byteSize=byteCount;
}
/** Get this frame's size in bytes. */
public final int getByteSize() { return byteSize; }
/** Set this frame's size in bytes. */
public final void setByteSize(final int size) { this.byteSize=size; }
@Override
public String toString() {
return "AudioFrame[pts " + pts + " ms, l " + duration + " ms, "+byteSize + " bytes]";
}
}
/**
* Audio data frame example of {@link AudioFrame} with actual audio data being attached.
*/
public static class AudioDataFrame extends AudioFrame {
protected final ByteBuffer data;
/**
* Create a new instance
* @param pts frame pts in milliseconds
* @param duration frame duration in milliseconds
* @param bytes audio data
* @param byteCount size in bytes
*/
public AudioDataFrame(final int pts, final int duration, final ByteBuffer bytes, final int byteCount) {
super(pts, duration, byteCount);
if( byteCount > bytes.remaining() ) {
throw new IllegalArgumentException("Give size "+byteCount+" exceeds remaining bytes in ls "+bytes+". "+this);
}
this.data=bytes;
}
/** Get this frame's data. */
public final ByteBuffer getData() { return data; }
@Override
public String toString() {
return "AudioDataFrame[pts " + pts + " ms, l " + duration + " ms, "+byteSize + " bytes, " + data + "]";
}
}
/**
* Makes the audio context current on the calling thread, if implementation utilizes context locking.
* <p>
* If implementation doesn't utilizes context locking, method always returns true.
* </p>
* <p>
* Recursive call to {@link #makeCurrent()} and hence {@link #release()} are supported.
* </p>
* <p>
* At any point in time one context can only be current by one thread,
* and one thread can only have one context current.
* </p>
* @param throwException if true, throws ALException if context is null, current thread holds another context or failed to natively make current
* @return true if current thread holds no other context and context successfully made current, otherwise false
* @see #release()
*/
public boolean makeCurrent(final boolean throwException);
/**
* Releases control of this audio context from the current thread, if implementation utilizes context locking.
* <p>
* If implementation doesn't utilizes context locking, method always returns true.
* </p>
* <p>
* Recursive call to {@link #makeCurrent()} and hence {@link #release()} are supported.
* </p>
* @param throwException if true, throws ALException if context has not been previously made current on current thread
* or native release failed.
* @return true if context has previously been made current on the current thread and successfully released, otherwise false
* @see #makeCurrent()
*/
public boolean release(final boolean throwException);
/**
* Returns the <code>available state</code> of this instance.
* <p>
* The <code>available state</code> is affected by this instance
* overall availability, i.e. after instantiation,
* as well as by {@link #destroy()}.
* </p>
*/
public boolean isAvailable();
/** Returns the playback speed. */
public float getPlaySpeed();
/**
* Sets the playback speed.
* <p>
* To simplify test, play speed is <i>normalized</i>, i.e.
* <ul>
* <li><code>1.0f</code>: if <code> Math.abs(1.0f - rate) < 0.01f </code></li>
* </ul>
* </p>
* @return true if successful, otherwise false, i.e. due to unsupported value range of implementation.
*/
public boolean setPlaySpeed(float s);
/** Returns the volume. */
public float getVolume();
/**
* Sets the volume [0f..1f].
* <p>
* To simplify test, volume is <i>normalized</i>, i.e.
* <ul>
* <li><code>0.0f</code>: if <code> Math.abs(v) < 0.01f </code></li>
* <li><code>1.0f</code>: if <code> Math.abs(1.0f - v) < 0.01f </code></li>
* </ul>
* </p>
* @return true if successful, otherwise false, i.e. due to unsupported value range of implementation.
*/
public boolean setVolume(float v);
/**
* Returns the number of sources the used device is capable to mix.
* <p>
* This device attribute is only formally exposed and not used,
* since an audio sink is only utilizing one source.
* </p>
* <p>
* May return <code>-1</code> if undefined.
* </p>
* @return
*/
public int getSourceCount();
/**
* Returns the default (minimum) latency in seconds
* <p>
* Latency might be the reciprocal mixer-refresh-interval [Hz], e.g. 50 Hz refresh-rate = 20ms minimum latency.
* </p>
* <p>
* May return 20ms for a 50 Hz refresh rate if undefined.
* </p>
*/
public float getDefaultLatency();
/**
* Returns the native {@link AudioFormat} by this sink.
* <p>
* The native format is guaranteed to be supported
* and shall reflect this sinks most native format,
* i.e. best performance w/o data conversion.
* </p>
* <p>
* The native format is not impacted by {@link #setChannelLimit(int)}.
* </p>
* <p>
* May return {@link AudioSink#DefaultFormat} if undefined.
* </p>
* @see #init(AudioFormat, float, int)
*/
public AudioFormat getNativeFormat();
/**
* Returns the preferred {@link AudioFormat} by this sink.
* <p>
* The preferred format is a subset of {@link #getNativeFormat()},
* impacted by {@link #setChannelLimit(int)}.
* </p>
* <p>
* Known {@link #AudioFormat} attributes considered by implementations:
* <ul>
* <li>ALAudioSink: {@link AudioFormat#sampleRate}.
* <li>ALAudioSink: {@link AudioFormat#channelCount}
* </ul>
* </p>
* @see #getNativeFormat()
* @see #init(AudioFormat, float, int)
* @see #setChannelLimit(int)
* @see #isSupported(AudioFormat)
*/
public AudioFormat getPreferredFormat();
/**
* Limit maximum supported audio channels by user.
* <p>
* Must be set before {@link #getPreferredFormat()}, {@link #isSupported(AudioFormat)} and naturally {@link #init(AudioFormat, int, int)}.
* </p>
* <p>
* May be utilized to enforce 1 channel (mono) downsampling
* in combination with JOAL/OpenAL to experience spatial 3D position effects.
* </p>
* @param cc maximum supported audio channels, will be clipped [1..{@link #getNativeFormat()}.{@link AudioFormat#channelCount channelCount}]
* @see #getNativeFormat()
* @see #getPreferredFormat()
* @see #isSupported(AudioFormat)
* @see #init(AudioFormat, int, int)
*/
public void setChannelLimit(final int cc);
/**
* Returns true if the given format is supported by the sink, otherwise false.
* <p>
* The {@link #getPreferredFormat()} is used to validate compatibility with the given format.
* </p>
* @see #init(AudioFormat, float, int)
* @see #getPreferredFormat()
*/
public boolean isSupported(AudioFormat format);
/**
* Initializes the sink.
* <p>
* Implementation must match the given <code>requestedFormat</code> {@link AudioFormat}.
* </p>
* <p>
* Caller shall validate <code>requestedFormat</code> via {@link #isSupported(AudioFormat)}
* beforehand and try to find a suitable supported one.
* {@link #getPreferredFormat()} may help.
* </p>
* @param requestedFormat the requested {@link AudioFormat}.
* @param frameDurationHint average {@link AudioFrame} duration hint in milliseconds.
* May assist to adjust latency of the backend, as currently used for JOAL's ALAudioSink.
* A value below 30ms or {@link #DefaultFrameDuration} may increase the audio processing load.
* Assumed as {@link #DefaultFrameDuration}, if <code>frameDuration < 1 ms</code>.
* @param queueSize queue size in milliseconds, see {@link #DefaultQueueSize}.
* @return true if successful, otherwise false
* @see #enqueueData(int, ByteBuffer, int)
* @see #getAvgFrameDuration()
*/
public boolean init(AudioFormat requestedFormat, int frameDurationHint, int queueSize);
/**
* Returns the {@link AudioFormat} as chosen by {@link #init(AudioFormat, float, int)},
* i.e. it shall match the <i>requestedFormat</i>.
*/
public AudioFormat getChosenFormat();
/**
* Returns the (minimum) latency in seconds of this sink as set by {@link #init(AudioFormat, float, int)}, see {@link #getDefaultLatency()}.
* <p>
* Latency might be the reciprocal mixer-refresh-interval [Hz], e.g. 50 Hz refresh-rate = 20ms minimum latency.
* </p>
* @see #init(AudioFormat, float, int)
*/
public float getLatency();
/**
* Returns true, if {@link #play()} has been requested <i>and</i> the sink is still playing,
* otherwise false.
*/
public boolean isPlaying();
/**
* Play buffers queued via {@link #enqueueData(AudioFrame)} from current internal position.
* If no buffers are yet queued or the queue runs empty, playback is being continued when buffers are enqueued later on.
* @see #enqueueData(AudioFrame)
* @see #pause()
*/
public void play();
/**
* Pause playing buffers while keeping enqueued data incl. it's internal position.
* @see #play()
* @see #flush()
* @see #enqueueData(AudioFrame)
*/
public void pause();
/**
* Flush all queued buffers, implies {@link #pause()}.
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @see #play()
* @see #pause()
* @see #enqueueData(AudioFrame)
* @see #init(AudioFormat, float, int)
*/
public void flush();
/** Destroys this instance, i.e. closes all streams and devices allocated. */
public void destroy();
/**
* Returns the number of allocated buffers as requested by
* {@link #init(AudioFormat, float, int)}.
* @see #init(AudioFormat, float, int)
*/
public int getFrameCount();
/**
* Returns the current enqueued frames count since {@link #init(AudioFormat, float, int)}.
* @see #init(AudioFormat, float, int)
*/
public int getEnqueuedFrameCount();
/**
* Returns the current number of frames queued for playing.
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @see #init(AudioFormat, float, int)
*/
public int getQueuedFrameCount();
/**
* Returns the current number of bytes queued for playing.
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @see #init(AudioFormat, float, int)
*/
public int getQueuedByteCount();
/**
* Returns the current queued frame time in seconds for playing.
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @see #init(AudioFormat, float, int)
*/
public float getQueuedDuration();
/**
* Returns average frame duration last assessed @ {@link #enqueueData(int, ByteBuffer, int)} when queue was full.
* <pre>
* avgFrameDuration = {@link #getQueuedDuration()} / {@link #getQueuedFrameCount()}
* </pre>
*/
public float getAvgFrameDuration();
/**
* Return the current audio presentation timestamp (PTS) in milliseconds.
* <p>
* In case implementation updates the audio buffer passively, consider using {@link #updateQueue()}.
* </p>
* <p>
* The relative millisecond PTS since start of the presentation stored in integer
* covers a time span of 2'147'483'647 ms (see {@link Integer#MAX_VALUE}
* or 2'147'483 seconds or 24.855 days.
* </p>
* @see #updateQueue()
* @see #enqueueData(int, ByteBuffer, int)
*/
public int getPTS();
/**
* Return the last buffered audio presentation timestamp (PTS) in milliseconds.
* @see #getPTS()
*/
public int getLastBufferedPTS();
/**
* Returns the current number of frames in the sink available for writing.
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @see #init(AudioFormat, float, int)
*/
public int getFreeFrameCount();
/**
* Enqueue <code>byteCount</code> bytes as a new {@link AudioFrame} to this sink.
* <p>
* The data must comply with the chosen {@link AudioFormat} as set via {@link #init(AudioFormat, float, int)}.
* </p>
* <p>
* {@link #init(AudioFormat, float, int)} must be called first.
* </p>
* @param pts presentation time stamp in milliseconds for the newly enqueued {@link AudioFrame}
* @param bytes audio data for the newly enqueued {@link AudioFrame}
* @returns the enqueued internal {@link AudioFrame}.
* @see #init(AudioFormat, float, int)
*/
public AudioFrame enqueueData(int pts, ByteBuffer bytes, int byteCount);
/**
* Update queue beyond {@link #enqueueData(int, ByteBuffer, int)} including audio PTS.
* <p>
* Useful in case implementation only updates the buffer passively via {@link #enqueueData(int, ByteBuffer, int) enqueueing data}
* to add new data to the queue and not on a event basis.
* </p>
* @return the updated current audio PTS
* @see #getPTS()
* @see #enqueueData(int, ByteBuffer, int)
*/
public int updateQueue();
}
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