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/*
* Copyright (C) 2010 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.
*/
/** \file BufferQueue_test.cpp */
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include "SLES/OpenSLES.h"
#ifdef ANDROID
#include "gtest/gtest.h"
#else
#define ASSERT_EQ(x, y) assert((x) == (y))
#endif
typedef struct {
short left;
short right;
} stereo;
// 1 second of stereo audio at 44.1 kHz
static stereo stereoBuffer1[44100 * 1];
static void do_my_testing()
{
SLresult result;
// initialize the test tone to be a sine sweep from 441 Hz to 882 Hz
unsigned nframes = sizeof(stereoBuffer1) / sizeof(stereoBuffer1[0]);
float nframes_ = (float) nframes;
SLuint32 i;
for (i = 0; i < nframes; ++i) {
float i_ = (float) i;
float pcm_ = sin((i_*(1.0f+0.5f*(i_/nframes_))*0.01 * M_PI * 2.0));
int pcm = (int) (pcm_ * 32766.0);
assert(-32768 <= pcm && pcm <= 32767);
stereoBuffer1[i].left = pcm;
stereoBuffer1[nframes - 1 - i].right = pcm;
}
// create engine
SLObjectItf engineObject;
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
SLEngineItf engineEngine;
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// create output mix
SLObjectItf outputmixObject;
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputmixObject, 0, NULL, NULL);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
result = (*outputmixObject)->Realize(outputmixObject, SL_BOOLEAN_FALSE);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// set up data structures to create an audio player with buffer queue source and output mix sink
SLDataSource audiosrc;
SLDataSink audiosnk;
SLDataFormat_PCM pcm;
SLDataLocator_OutputMix locator_outputmix;
SLDataLocator_BufferQueue locator_bufferqueue;
locator_bufferqueue.locatorType = SL_DATALOCATOR_BUFFERQUEUE;
locator_bufferqueue.numBuffers = 0;
locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
locator_outputmix.outputMix = outputmixObject;
pcm.formatType = SL_DATAFORMAT_PCM;
pcm.numChannels = 2;
pcm.samplesPerSec = SL_SAMPLINGRATE_44_1;
pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
pcm.containerSize = 16;
pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
audiosrc.pLocator = &locator_bufferqueue;
audiosrc.pFormat = &pcm;
audiosnk.pLocator = &locator_outputmix;
audiosnk.pFormat = NULL;
SLObjectItf playerObject;
SLInterfaceID ids[1] = {SL_IID_BUFFERQUEUE};
SLboolean flags[1] = {SL_BOOLEAN_TRUE};
// try creating audio player with various invalid values for numBuffers
static const SLuint32 invalidNumBuffers[] = {0, 0xFFFFFFFF, 0x80000000, 0x10002, 0x102, 0x101, 0x100};
for (i = 0; i < sizeof(invalidNumBuffers) / sizeof(invalidNumBuffers[0]); ++i) {
locator_bufferqueue.numBuffers = invalidNumBuffers[i];
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk, 1, ids, flags);
ASSERT_EQ(SL_RESULT_PARAMETER_INVALID, result);
}
// now try some valid values for numBuffers */
static const SLuint32 validNumBuffers[] = {1, 2, 3, 4, 5, 6, 7, 8, 255};
for (i = 0; i < sizeof(validNumBuffers) / sizeof(validNumBuffers[0]); ++i) {
locator_bufferqueue.numBuffers = validNumBuffers[i];
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audiosrc, &audiosnk, 1, ids, flags);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
result = (*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// get the play interface
SLPlayItf playerPlay;
result = (*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerPlay);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
SLuint32 playerState;
// verify that player is initially stopped
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_STOPPED, playerState);
// get the buffer queue interface
SLBufferQueueItf playerBufferQueue;
result = (*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE, &playerBufferQueue);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// verify that buffer queue is initially empty
SLBufferQueueState bufferqueueState;
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// try enqueuing the maximum number of buffers while stopped
SLuint32 j;
for (j = 0; j < validNumBuffers[i]; ++j) {
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// verify that each buffer is enqueued properly and increments the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(j + 1, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// verify that player is still stopped; enqueue should not affect play state
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_STOPPED, playerState);
}
// enqueue one more buffer and make sure it fails
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
ASSERT_EQ(SL_RESULT_BUFFER_INSUFFICIENT, result);
// verify that the failed enqueue did not affect the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(validNumBuffers[i], bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// now clear the buffer queue
result = (*playerBufferQueue)->Clear(playerBufferQueue);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// make sure the clear works
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// change play state from paused to stopped
result = (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PAUSED);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// verify that player is really paused
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
// try enqueuing the maximum number of buffers while paused
for (j = 0; j < validNumBuffers[i]; ++j) {
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// verify that each buffer is enqueued properly and increments the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(j + 1, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// verify that player is still paused; enqueue should not affect play state
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
}
// enqueue one more buffer and make sure it fails
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
ASSERT_EQ(SL_RESULT_BUFFER_INSUFFICIENT, result);
// verify that the failed enqueue did not affect the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(validNumBuffers[i], bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// now clear the buffer queue
result = (*playerBufferQueue)->Clear(playerBufferQueue);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// make sure the clear works
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// try every possible play state transition while buffer queue is empty
static const SLuint32 newStates1[] = {
SL_PLAYSTATE_PAUSED, // paused -> paused
SL_PLAYSTATE_STOPPED, // paused -> stopped
SL_PLAYSTATE_PAUSED, // stopped -> paused, also done earlier
SL_PLAYSTATE_PLAYING, // paused -> playing
SL_PLAYSTATE_PLAYING, // playing -> playing
SL_PLAYSTATE_STOPPED, // playing -> stopped
SL_PLAYSTATE_STOPPED, // stopped -> stopped
SL_PLAYSTATE_PLAYING, // stopped -> playing
SL_PLAYSTATE_PAUSED // playing -> paused
};
// initially the play state is (still) paused
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
for (j = 0; j < sizeof(newStates1) / sizeof(newStates1[0]); ++j) {
// change play state
result = (*playerPlay)->SetPlayState(playerPlay, newStates1[j]);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// make sure the new play state is taken
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(newStates1[j], playerState);
// changing the play state should not affect the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
}
// finally the play state is (again) paused
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PAUSED, playerState);
// enqueue a buffer
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, "test", 4);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// try several inaudible play state transitions while buffer queue is non-empty
static const SLuint32 newStates2[] = {
SL_PLAYSTATE_PAUSED, // paused -> paused
SL_PLAYSTATE_STOPPED, // paused -> stopped
SL_PLAYSTATE_STOPPED, // stopped -> stopped
SL_PLAYSTATE_PAUSED // stopped -> paused
};
for (j = 0; j < sizeof(newStates2) / sizeof(newStates2[0]); ++j) {
// change play state
result = (*playerPlay)->SetPlayState(playerPlay, newStates2[j]);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// make sure the new play state is taken
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(newStates2[j], playerState);
// changing the play state should not affect the buffer count
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 1, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
}
// clear the buffer queue
result = (*playerBufferQueue)->Clear(playerBufferQueue);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// now we're finally ready to make some noise
// enqueue a buffer
result = (*playerBufferQueue)->Enqueue(playerBufferQueue, stereoBuffer1, sizeof(stereoBuffer1));
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// set play state to playing
result = (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PLAYING);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
// state should be playing immediately after enqueue
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
// buffer should still be on the queue
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 1, bufferqueueState.count);
ASSERT_EQ((SLuint32) 0, bufferqueueState.playIndex);
// wait 1.5 seconds
usleep(1500000);
// state should still be playing
result = (*playerPlay)->GetPlayState(playerPlay, &playerState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ(SL_PLAYSTATE_PLAYING, playerState);
// buffer should be removed from the queue
result = (*playerBufferQueue)->GetState(playerBufferQueue, &bufferqueueState);
ASSERT_EQ(SL_RESULT_SUCCESS, result);
ASSERT_EQ((SLuint32) 0, bufferqueueState.count);
ASSERT_EQ((SLuint32) 1, bufferqueueState.playIndex);
// destroy the player
(*playerObject)->Destroy(playerObject);
}
// destroy the output mix
(*outputmixObject)->Destroy(outputmixObject);
// destroy the engine
(*engineObject)->Destroy(engineObject);
}
int main(int argc, char **argv)
{
do_my_testing();
return EXIT_SUCCESS;
}