/* * 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 #ifdef __cplusplus extern "C" { #endif /** * This is used to represent a value that has not been specified. * For example, an application could use 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 { AAUDIO_DIRECTION_OUTPUT, AAUDIO_DIRECTION_INPUT }; typedef int32_t aaudio_direction_t; enum { AAUDIO_FORMAT_INVALID = -1, AAUDIO_FORMAT_UNSPECIFIED = 0, AAUDIO_FORMAT_PCM_I16, AAUDIO_FORMAT_PCM_FLOAT }; typedef int32_t aaudio_format_t; enum { AAUDIO_OK, AAUDIO_ERROR_BASE = -900, // TODO review AAUDIO_ERROR_DISCONNECTED, AAUDIO_ERROR_ILLEGAL_ARGUMENT, // reserved AAUDIO_ERROR_INTERNAL = AAUDIO_ERROR_ILLEGAL_ARGUMENT + 2, AAUDIO_ERROR_INVALID_STATE, // reserved // reserved AAUDIO_ERROR_INVALID_HANDLE = AAUDIO_ERROR_INVALID_STATE + 3, // reserved AAUDIO_ERROR_UNIMPLEMENTED = AAUDIO_ERROR_INVALID_HANDLE + 2, AAUDIO_ERROR_UNAVAILABLE, AAUDIO_ERROR_NO_FREE_HANDLES, AAUDIO_ERROR_NO_MEMORY, AAUDIO_ERROR_NULL, AAUDIO_ERROR_TIMEOUT, AAUDIO_ERROR_WOULD_BLOCK, AAUDIO_ERROR_INVALID_FORMAT, AAUDIO_ERROR_OUT_OF_RANGE, AAUDIO_ERROR_NO_SERVICE, 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 most important. */ AAUDIO_PERFORMANCE_MODE_POWER_SAVING, /** * Reducing latency is most important. */ AAUDIO_PERFORMANCE_MODE_LOW_LATENCY }; typedef int32_t aaudio_performance_mode_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); /** * 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); // ============================================================ // 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 AAUDIO_DIRECTION_OUTPUT. * The default sharing mode is 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); /** * 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 AAUDIO_UNSPECIFIED, * in which case the primary device will be used. * * @param builder reference provided by AAudio_createStreamBuilder() * @param deviceId device identifier or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setDeviceId(AAudioStreamBuilder* builder, int32_t deviceId); /** * Request a sample rate in Hertz. * * The default, if you do not call this function, is 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); /** * Request a number of channels for the stream. * * The default, if you do not call this function, is 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); /** * 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); /** * Request a sample data format, for example AAUDIO_FORMAT_PCM_I16. * * The default, if you do not call this function, is 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 AAUDIO_FORMAT_PCM_FLOAT and AAUDIO_FORMAT_PCM_I16. */ AAUDIO_API void AAudioStreamBuilder_setFormat(AAudioStreamBuilder* builder, aaudio_format_t format); /** * Request a mode for sharing the device. * * The default, if you do not call this function, is 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 AAUDIO_SHARING_MODE_SHARED or AAUDIO_SHARING_MODE_EXCLUSIVE */ AAUDIO_API void AAudioStreamBuilder_setSharingMode(AAudioStreamBuilder* builder, aaudio_sharing_mode_t sharingMode); /** * Request the direction for a stream. * * The default, if you do not call this function, is AAUDIO_DIRECTION_OUTPUT. * * @param builder reference provided by AAudio_createStreamBuilder() * @param direction AAUDIO_DIRECTION_OUTPUT or AAUDIO_DIRECTION_INPUT */ AAUDIO_API void AAudioStreamBuilder_setDirection(AAudioStreamBuilder* builder, aaudio_direction_t direction); /** * 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 AAUDIO_UNSPECIFIED. * * @param builder reference provided by AAudio_createStreamBuilder() * @param numFrames the desired buffer capacity in frames or AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setBufferCapacityInFrames(AAudioStreamBuilder* builder, int32_t numFrames); /** * Set the requested performance mode. * * The default, if you do not call this function, is AAUDIO_PERFORMANCE_MODE_NONE. * * @param builder reference provided by AAudio_createStreamBuilder() * @param mode the desired performance mode, eg. AAUDIO_PERFORMANCE_MODE_LOW_LATENCY */ AAUDIO_API void AAudioStreamBuilder_setPerformanceMode(AAudioStreamBuilder* builder, aaudio_performance_mode_t mode); /** * 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. * * 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: * * * 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 * @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); /** * Set the requested data callback buffer size in frames. * See {@link AAudioStream_dataCallback}. * * The default, if you do not call this function, is 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 AAUDIO_UNSPECIFIED */ AAUDIO_API void AAudioStreamBuilder_setFramesPerDataCallback(AAudioStreamBuilder* builder, int32_t numFrames); /** * Prototype for the callback function that is passed to * AAudioStreamBuilder_setErrorCallback(). * * @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 functions if any error occurs on a callback thread. * * It will be called, for example, if a headset or a USB device is unplugged causing the stream's * device to be unavailable. * In response, this function could signal or launch another thread to reopen a * stream on another device. Do not reopen the stream in this callback. * * This will not be called because of actions by the application, such as stopping * or closing a stream. * * Another possible cause of error would be a timeout or an unanticipated internal error. * * 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); /** * 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 AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStreamBuilder_openStream(AAudioStreamBuilder* builder, AAudioStream** stream); /** * Delete the resources associated with the StreamBuilder. * * @param builder reference provided by AAudio_createStreamBuilder() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStreamBuilder_delete(AAudioStreamBuilder* builder); // ============================================================ // Stream Control // ============================================================ /** * Free the resources associated with a stream created by AAudioStreamBuilder_openStream() * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_close(AAudioStream* stream); /** * 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 AAUDIO_STREAM_STATE_STARTING or AAUDIO_STREAM_STATE_STARTED. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestStart(AAudioStream* stream); /** * Asynchronous request for the stream to pause. * Pausing a stream will freeze the data flow but not flush any buffers. * Use AAudioStream_Start() to resume playback after a pause. * After this call the state will be in AAUDIO_STREAM_STATE_PAUSING or AAUDIO_STREAM_STATE_PAUSED. * * This will return AAUDIO_ERROR_UNIMPLEMENTED for input streams. * For input streams use AAudioStream_requestStop(). * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestPause(AAudioStream* stream); /** * 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 AAUDIO_STREAM_STATE_FLUSHING or AAUDIO_STREAM_STATE_FLUSHED. * * This will return AAUDIO_ERROR_UNIMPLEMENTED for input streams. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestFlush(AAudioStream* stream); /** * 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 AAUDIO_STREAM_STATE_STOPPING or AAUDIO_STREAM_STATE_STOPPED. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return AAUDIO_OK or a negative error. */ AAUDIO_API aaudio_result_t AAudioStream_requestStop(AAudioStream* stream); /** * Query the current state of the client, eg. 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 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); /** * Wait until the current state no longer matches the input state. * * This will update the current client state. * *

 * aaudio_stream_state_t currentState;
 * aaudio_result_t result = AAudioStream_getState(stream, ¤tState);
 * while (result == AAUDIO_OK && currentState != AAUDIO_STREAM_STATE_PAUSING) {
 *     result = AAudioStream_waitForStateChange(
 *                                   stream, currentState, ¤tState, MY_TIMEOUT_NANOS);
 * }
 * 
* * @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 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); // ============================================================ // 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. * * @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); /** * 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. * * @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); // ============================================================ // 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. * 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); /** * 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); /** * 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); /** * 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); /** * 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_setCallbackSizeInFrames() * then this will be the same size. * * If AAudioStreamBuilder_setCallbackSizeInFrames() was not called then this will * return the size chosen by AAudio, or AAUDIO_UNSPECIFIED. * * 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 AAUDIO_UNSPECIFIED */ AAUDIO_API int32_t AAudioStream_getFramesPerDataCallback(AAudioStream* stream); /** * 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); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual sample rate */ AAUDIO_API int32_t AAudioStream_getSampleRate(AAudioStream* stream); /** * 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); /** * 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); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual device ID */ AAUDIO_API int32_t AAudioStream_getDeviceId(AAudioStream* stream); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return actual data format */ AAUDIO_API aaudio_format_t AAudioStream_getFormat(AAudioStream* stream); /** * 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); /** * 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); /** * @param stream reference provided by AAudioStreamBuilder_openStream() * @return direction */ AAUDIO_API aaudio_direction_t AAudioStream_getDirection(AAudioStream* stream); /** * 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(). * 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); /** * 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(). * * The frame position is monotonically increasing. * * @param stream reference provided by AAudioStreamBuilder_openStream() * @return frames read */ AAUDIO_API int64_t AAudioStream_getFramesRead(AAudioStream* stream); /** * 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 AAUDIO_STREAM_STATE_STARTED. * 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 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 AAUDIO_OK or a negative error */ AAUDIO_API aaudio_result_t AAudioStream_getTimestamp(AAudioStream* stream, clockid_t clockid, int64_t *framePosition, int64_t *timeNanoseconds); #ifdef __cplusplus } #endif #endif //AAUDIO_AAUDIO_H /** @} */