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In line with the Audio_out session a Audio_in session is used to record audio frames. Like in the Audio_out session shared memory in form of the Audio_in::Stream is used to transport the frames from the server to the client. These frames consist of single channel (mono) samples. An Audio_in::Packet always contains a full period of frames. A Audio_in server captures frames and puts them into the Audio_in::Stream. To do so the server allocates a Audio_in::Packet from the packet queue embedded in the Audio_in::Stream. If the queue is already full, the server will override packets and notify the client by submitting the 'overrun' signal. The client has to cope with this situation, e.g., by saving packets more frequently. A client will also receive a 'progress' signal from the server when a new Audio_in::Packet was submitted to the packet queue. Fixes #1644.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
/*
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* \brief Connection to Audio_in service
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* \author Josef Soentgen
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* \date 2015-05-08
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*/
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/*
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* Copyright (C) 2015 Genode Labs GmbH
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*
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* This file is part of the Genode OS framework, which is distributed
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* under the terms of the GNU General Public License version 2.
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*/
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#ifndef _INCLUDE__AUDIO_IN_SESSION__CONNECTION_H_
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#define _INCLUDE__AUDIO_IN_SESSION__CONNECTION_H_
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#include <audio_in_session/client.h>
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#include <base/connection.h>
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#include <base/allocator.h>
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namespace Audio_in { struct Connection; }
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struct Audio_in::Connection : Genode::Connection<Session>, Audio_in::Session_client
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{
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/**
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* Constructor
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*
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* \param progress_signal install progress signal, the client may then
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* call 'wait_for_progress', which is sent when the
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* server processed one or more packets
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*/
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Connection(char const *channel, bool progress_signal = false)
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:
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Genode::Connection<Session>(
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session("ram_quota=%zd, channel=\"%s\"",
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2*4096 + sizeof(Stream), channel)),
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Session_client(cap(), progress_signal)
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{ }
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};
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#endif /* _INCLUDE__AUDIO_IN_SESSION__CONNECTION_H_ */
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