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/*
* Copyright (C) 2017 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.
*/
/**
* Handle a DISCONNECT by only opening and starting a new stream
* without stopping and closing the old one.
* This caused the new stream to use the old disconnected device.
*/
#include <stdio.h>
#include <thread>
#include <unistd.h>
#include <aaudio/AAudio.h>
#define DEFAULT_TIMEOUT_NANOS ((int64_t)1000000000)
static void s_myErrorCallbackProc(
AAudioStream *stream,
void *userData,
aaudio_result_t error);
struct AudioEngine {
AAudioStreamBuilder *builder = nullptr;
AAudioStream *stream = nullptr;
std::thread *thread = nullptr;
int64_t framesRead = 0;
};
AudioEngine s_AudioEngine;
// 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) userData;
(void) audioData;
(void) numFrames;
s_AudioEngine.framesRead = AAudioStream_getFramesRead(stream);
return AAUDIO_CALLBACK_RESULT_CONTINUE;
}
static aaudio_result_t s_StartAudio() {
int32_t framesPerBurst = 0;
int32_t deviceId = 0;
// Use an AAudioStreamBuilder to contain requested parameters.
aaudio_result_t result = AAudio_createStreamBuilder(&s_AudioEngine.builder);
if (result != AAUDIO_OK) {
printf("AAudio_createStreamBuilder returned %s",
AAudio_convertResultToText(result));
return result;
}
// Request stream properties.
AAudioStreamBuilder_setFormat(s_AudioEngine.builder, AAUDIO_FORMAT_PCM_FLOAT);
AAudioStreamBuilder_setPerformanceMode(s_AudioEngine.builder, AAUDIO_PERFORMANCE_MODE_LOW_LATENCY);
AAudioStreamBuilder_setDataCallback(s_AudioEngine.builder, s_myDataCallbackProc, nullptr);
AAudioStreamBuilder_setErrorCallback(s_AudioEngine.builder, s_myErrorCallbackProc, nullptr);
// Create an AAudioStream using the Builder.
result = AAudioStreamBuilder_openStream(s_AudioEngine.builder, &s_AudioEngine.stream);
if (result != AAUDIO_OK) {
printf("AAudioStreamBuilder_openStream returned %s",
AAudio_convertResultToText(result));
return result;
}
result = AAudioStream_requestStart(s_AudioEngine.stream);
if (result != AAUDIO_OK) {
printf("AAudioStream_requestStart returned %s",
AAudio_convertResultToText(result));
}
// Check to see what kind of stream we actually got.
deviceId = AAudioStream_getDeviceId(s_AudioEngine.stream);
framesPerBurst = AAudioStream_getFramesPerBurst(s_AudioEngine.stream);
printf("-------- started: deviceId = %3d, framesPerBurst = %3d\n", deviceId, framesPerBurst);
return result;
}
static aaudio_result_t s_StopAudio() {
aaudio_result_t result = AAUDIO_OK;
if (s_AudioEngine.stream != nullptr) {
result = AAudioStream_requestStop(s_AudioEngine.stream);
if (result != AAUDIO_OK) {
printf("AAudioStream_requestStop returned %s\n",
AAudio_convertResultToText(result));
}
result = AAudioStream_close(s_AudioEngine.stream);
if (result != AAUDIO_OK) {
printf("AAudioStream_close returned %s\n",
AAudio_convertResultToText(result));
}
s_AudioEngine.stream = nullptr;
AAudioStreamBuilder_delete(s_AudioEngine.builder);
s_AudioEngine.builder = nullptr;
}
return result;
}
static void s_StartThreadProc() {
// A good app would call s_StopAudio here! This test simulates a bad app.
s_StartAudio();
s_AudioEngine.thread = nullptr;
}
static void s_myErrorCallbackProc(
AAudioStream *stream __unused,
void *userData __unused,
aaudio_result_t error) {
if (error == AAUDIO_ERROR_DISCONNECTED) {
// Handle stream restart on a separate thread
if (s_AudioEngine.thread == nullptr) {
s_AudioEngine.thread = new std::thread(s_StartThreadProc);
}
}
}
int main(int argc, char **argv) {
(void) argc;
(void) argv;
aaudio_result_t result = AAUDIO_OK;
// 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 Bad Disconnect V1.0\n");
printf("\n=========== Please PLUG and UNPLUG headphones! ==============\n\n");
printf("You should see the deviceID change on each plug event.\n");
printf("Headphones will generally get a new deviceId each time.\n");
printf("Speakers will have the same deviceId each time.\n");
printf("The framesRead should reset on each plug event then increase over time.\n");
printf("\n");
result = s_StartAudio();
if (result == AAUDIO_OK) {
for (int i = 20; i > 0; i--) {
sleep(1);
printf("playing silence #%d, framesRead = %d\n", i, (int) s_AudioEngine.framesRead);
}
}
s_StopAudio();
printf("result = %d = %s\n", result, AAudio_convertResultToText(result));
}