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UnrealEngine/Engine/Source/ThirdParty/GoogleOboe/Public/oboe/AudioStreamCallback.h
2025-05-18 13:04:45 +08:00

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/*
* 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:
* <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>oboeStream->stop(), pause(), flush() or close()</li>
* <li>oboeStream->read()</li>
* <li>oboeStream->write()</li>
* </ul>
*
* The following are OK to call from the data callback:
* <ul>
* <li>oboeStream->get*()</li>
* <li>oboe::convertToText()</li>
* <li>oboeStream->setBufferSizeInFrames()</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 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