/* * 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. */ #ifndef OBOE_STREAM_CALLBACK_H #define OBOE_STREAM_CALLBACK_H #include "oboe/Definitions.h" namespace oboe { class AudioStream; /** * AudioStreamCallback defines a callback interface for: * * 1) moving data to/from an audio stream using `onAudioReady` * 2) being alerted when a stream has an error using `onError*` methods * */ class AudioStreamCallback { public: virtual ~AudioStreamCallback() = default; /** * A buffer is ready for processing. * * For an output stream, this function should render and write numFrames of data * in the stream's 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 read() or * write() on the stream that is making the callback. * * Note that numFrames can vary unless AudioStreamBuilder::setFramesPerCallback() * 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: * * * The following are OK to call from the data callback: * * * 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 oboeStream pointer to the associated stream * @param audioData buffer containing input data or a place to put output data * @param numFrames number of frames to be processed * @return DataCallbackResult::Continue or DataCallbackResult::Stop */ virtual DataCallbackResult onAudioReady( AudioStream *oboeStream, void *audioData, int32_t numFrames) = 0; /** * This will be called when an error occurs on a stream or when the stream is disconnected. * * Note that this will be called on a different thread than the onAudioReady() thread. * This thread will be created by Oboe. * * The underlying stream will already be stopped by Oboe but not yet closed. * So the stream can be queried. * * @param oboeStream pointer to the associated stream * @param error */ virtual void onErrorBeforeClose(AudioStream *oboeStream, Result error) {} /** * This will be called when an error occurs on a stream or when the stream is disconnected. * The underlying stream will already be stopped AND closed by Oboe. * So the underlyng stream cannot be referenced. * * This callback could be used to reopen a new stream on another device. * * @param oboeStream pointer to the associated stream * @param error */ virtual void onErrorAfterClose(AudioStream *oboeStream, Result error) {} }; } // namespace oboe #endif //OBOE_STREAM_CALLBACK_H