IOAudioEngine.h   [plain text]


/*
 * Copyright (c) 1998-2000 Apple Computer, Inc. All rights reserved.
 *
 * @APPLE_LICENSE_HEADER_START@
 *
 * The contents of this file constitute Original Code as defined in and
 * are subject to the Apple Public Source License Version 1.1 (the
 * "License").  You may not use this file except in compliance with the
 * License.  Please obtain a copy of the License at
 * http://www.apple.com/publicsource and read it before using this file.
 *
 * This Original Code and all software distributed under the License are
 * distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, EITHER
 * EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT.  Please see the
 * License for the specific language governing rights and limitations
 * under the License.
 *
 * @APPLE_LICENSE_HEADER_END@
 */

/*!
 * @header IOAudioEngine
 */

#ifndef _IOKIT_IOAUDIOENGINE_H
#define _IOKIT_IOAUDIOENGINE_H

#include <IOKit/IOService.h>

#include <IOKit/audio/IOAudioTypes.h>
#include <IOKit/IOBufferMemoryDescriptor.h>

class OSDictionary;
class OSCollection;
class OSOrderedSet;
class IOAudioEngineUserClient;
class IOAudioDevice;
class IOAudioStream;
class IOAudioControl;
class IOCommandGate;

#define IOAUDIOENGINE_DEFAULT_NUM_ERASES_PER_BUFFER	4

/*!
 * @typedef IOAudioEnginePosition
 * @abstract Represents a position in an audio audio engine.
 * @discussion This position is based on the sample frame within a 
 *  loop around the sample buffer, and the loop count which starts at 0 when the audio engine
 *  begins playback.
 * @field fSampleFrame The sample frame within the buffer - starts at 0.
 * @field fLoopCount The number of times the ring buffer has looped.
 */
typedef struct {
    UInt32	fSampleFrame;
    UInt32	fLoopCount;
} IOAudioEnginePosition;

#define CMP_IOAUDIOENGINEPOSITION(p1, p2) \
    (((p1)->fLoopCount > (p2)->fLoopCount) ? 1 :	\
        ((p1)->fLoopCount == (p2)->fLoopCount) && ((p1)->fSampleFrame > (p2)->fSampleFrame) ? 1 :	\
            ((p1)->fLoopCount == (p2)->fLoopCount) && ((p1)->fSampleFrame == (p2)->fSampleFrame) ? 0 : -1)
            
#define IOAUDIOENGINEPOSITION_IS_ZERO(p1) (((p1)->fLoopCount == 0) && ((p1)->fSampleFrame == 0))

/*!
 * @class IOAudioEngine
 * @abstract Abstract base class for a single audio audio / I/O engine.
 * @discussion An IOAudioEngine is defined by a single I/O engine to transfer data to
 *  or from one or more sample buffers.  Each sample buffer is represented by a single IOAudioStream
 *  instance.  A single IOAudioEngine must contain at least one IOAudioStream, but has no upper
 *  limit on the number of IOAudioStreams it may contain.  An IOAudioEngine instance may contain
 *  both input and output IOAudioStreams.
 *
 *  An audio driver must subclass IOAudioEngine in order to provide certain services.  An 
 *  IOAudioEngine subclass must start and stop the I/O engine when requested.  The I/O
 *  engine should be continuously running and loop around from end to beginning.  While the audio
 *  engine is running, it must take a timestamp as the sample buffer(s) wrap around and start at
 *  the beginning.  The CoreAudio.framework uses the timestamp to calculate the exact position of
 *  the audio engine.  An IOAudioEngine subclass must implement getCurrentSampleFrame() to provide
 *  a sample position on demand.  Finally, an IOAudioEngine subclass must provide clipping and
 *  format conversion routines to go to/from the CoreAudio.framework's native float format.
 *
 *  If multiple stream formats or sample rates are allowed, the IOAudioEngine
 *  subclass must provide support for changing the hardware when a format or sample rate is
 *  changed.
 *
 *  There are several attributes associated with a single IOAudioEngine: 
 *
 *  The IOAudioEngine superclass provides a shared status buffer that contains all of the dynamic pieces
 *  of information about the audio engine (type IOAudioEngineStatus).  It runs an erase process on
 *  all of the output streams.  The erase head is used to zero out the mix and sample buffers after
 *  the samples have been played.  Additionally, the IOAudioEngine superclass handles the 
 *  communication with the CoreAudio.framework and makes the decision to start and stop the
 *  audio engine when it detects it is in use.
 *
 *  In order for an audio device to play back or record sound, an IOAudioEngine subclass must be created.
 *  The subclass must initialize all of the necessary hardware resources to prepare for starting the
 *  audio I/O engine.  It typically will perform these tasks in the initHardware() method.  A subclass 
 *  may also implement a stop() method which is called as the driver is being torn down.  This is 
 *  typically called in preparation of removing the device from the system for removable devices.
 *
 *  In addition to initializing the necessary hardware, there are a number of other tasks an 
 *  IOAudioEngine must do during initHardware().  It must create the necessary IOAudioStream objects
 *  to match the device capabilities.  Each IOAudioStream must be added using addAudioStream().  It
 *  also should create the IOAudioControls needed to control the various attributes of the audio engine:
 *  output volume, mute, input gain, input selection, analog passthru.  To do that, addDefaultAudioControl()
 *  should be called with each IOAudioControl to be attached to the IOAudioEngine.  In order to provide
 *  for proper synchronization, the latency of the audio engine should be specified with setSampleLatency().
 *  This value represents the latency between the timestamp taken at the beginning of the buffer and 
 *  when the audio is actually played (or recorded) by the device.  If a device is block based or if
 *  there is a need to keep the CoreAudio.framework a certain number of samples ahead of (or behind for
 *  input) the I/O head, that value should be specified using setSampleOffset().  If this is not specified
 *  the CoreAudio.framework may attempt to get as close to the I/O head as possible.
 *
 *  The following fields in the shared IOAudioEngineStatus struct must be maintained by the subclass
 *  implementation:
 *  <pre>
 *  <t>  fCurrentLoopCount - the number of times the sample buffer has wrapped around to the beginning
 *  <t>  fLastLoopTime - timestamp of the most recent time that the I/O engine looped back to the 
 *  beginning of the sample buffer
 *  </pre>
 *  It is critically important that the fLastLoopTime field be as accurate as possible.  It is 
 *  the basis for the entire timer and synchronization mechanism used by the audio system.
 *
 *  At init time, the IOAudioEngine subclass must call setNumSampleFramesPerBuffer() to indicate how large
 *  each of the sample buffers are (measured in sample frames).  Within a single IOAudioEngine, all sample
 *  buffers must be the same size and be running at the same sample rate.  If different buffers/streams can
 *  be run at different rates, separate IOAudioEngines should be used.  The IOAudioEngine subclass must
 *  also call setSampleRate() at init time to indicate the starting sample rate of the device.
 *
 */

class IOAudioEngine : public IOService
{
    OSDeclareAbstractStructors(IOAudioEngine)
    
    friend class IOAudioEngineUserClient;
    friend class IOAudioDevice;
    friend class IOAudioStream;
    
public:
    /*! @var gSampleRateWholeNumberKey */
    static const OSSymbol	*gSampleRateWholeNumberKey;
    /*! @var gSampleRateFractionKey */
    static const OSSymbol	*gSampleRateFractionKey;
    
    /*! @var numSampleFramesPerBuffer */
    UInt32			numSampleFramesPerBuffer;
    
    /*! @var sampleRate 
     *  The current sample rate of the audio engine in samples per second. */
    IOAudioSampleRate			sampleRate;

    /*! @var numErasesPerBuffer 
     *  The number of times the erase head get scheduled to run for each 
     *   cycle of the audio engine. */
    UInt32			numErasesPerBuffer;
    /*! @var runEraseHead 
     *  Set to true if the erase head is to run when the audio engine is running.  This is the case if there are any output streams. */
    bool			runEraseHead;
    
    /*! @var audioEngineStopPosition 
     *  When all clients have disconnected, this is set to one buffer length past the
    *    current audio engine position at the time.  Then when the stop position is reached, the audio engine
    *    is stopped */
    IOAudioEnginePosition	audioEngineStopPosition;

    /*! @var isRegistered 
     *  Internal state variable to keep track or whether registerService() has been called. */
    bool			isRegistered;
    /*! @var configurationChangeInProgress 
     *  Set to true after beginConfigurationChange() and false upon a 
    *    subsequent call to completeConfigurationChange() or cancelConfigurationChange(). */
    bool			configurationChangeInProgress;
    
    /*! @var state 
     *  The current state of the IOAudioEngine - running, stopped, paused. */
    IOAudioEngineState		state;

    /*! @var status 
     *  Status struct shared with the CoreAudio.framework. */
    IOAudioEngineStatus *	status;

    /*! @var audioDevice 
     *  The IOAudioDevice instance to which the IOAudioEngine belongs. */
    IOAudioDevice *		audioDevice;
    
    /*! @var workLoop 
     *  The IOWorkLoop for the audio driver - shared with the IOAudioDevice. */
    IOWorkLoop 			*workLoop;
    /*! @var commandGate 
     *  The IOCommandGate for this audio engine - attached to the driver's IOWorkLoop. */
    IOCommandGate		*commandGate;

    /*! @var inputStreams 
     *  An OSSet of all of the input IOAudioStreams attached to this IOAudioEngine. */
    OSOrderedSet 	*inputStreams;
    UInt32			maxNumInputChannels;
    /*! @var outputStreams 
     *  An OSSet of all of the output IOAudioStreams attached to this IOAudioEngine. */
    OSOrderedSet	*outputStreams;
    UInt32			maxNumOutputChannels;
    /*! @var userClients 
     *  An OSSet of all of the currently connected user clients. */
    OSSet			*userClients;
    /*! @var defaultAudioControls 
     *  All of the IOAudioControls that affect this audio engine. */
    OSSet			*defaultAudioControls;
    
    /*! @var numActiveUserClients 
     *  A total of the active user clients - those that are currently playing or 
     *    recording audio. */
    UInt32			numActiveUserClients;
    UInt32			sampleOffset;				// used for input and output if inputSampleOffset is not set, if inputSampleOffset is set used as output only 
		      
    UInt32			index;
    bool			duringStartup;

protected:

    /*!
     * @var deviceStartedAudioEngine 
     *  Used by the IOAudioDevice to determine responsibility for shutting
     *  the audio engine down when it is no longer needed.
     */
    bool			deviceStartedAudioEngine;
    
protected:
    struct ExpansionData {
		UInt32								pauseCount;
		IOBufferMemoryDescriptor			*statusDescriptor;
		IOBufferMemoryDescriptor			*bytesInInputBufferArrayDescriptor;
		IOBufferMemoryDescriptor			*bytesInOutputBufferArrayDescriptor;
		UInt32								mixClipOverhead;
		OSArray								*streams;
	    UInt32								inputSampleOffset;
	};
    
    ExpansionData   *reserved;

//	static UInt32	sInstanceCount;	

public:
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 0);
    virtual IOReturn performFormatChange(IOAudioStream *audioStream, const IOAudioStreamFormat *newFormat, const IOAudioStreamFormatExtension *formatExtension, const IOAudioSampleRate *newSampleRate);
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 1);
	virtual IOBufferMemoryDescriptor * getStatusDescriptor();
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 2);
	virtual IOReturn getNearestStartTime(IOAudioStream *audioStream, IOAudioTimeStamp *ioTimeStamp, bool isInput);
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 3);
	virtual IOBufferMemoryDescriptor * getBytesInInputBufferArrayDescriptor();
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 4);
	virtual IOBufferMemoryDescriptor * getBytesInOutputBufferArrayDescriptor();
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 5);
    /*!
	 * @function eraseOutputSamples
     * @abstract This function allows for the actual erasing of the mix and sample buffer to be overridden by
	 * a child class.
	 * @param mixBuf Pointer to the IOAudioFamily allocated mix buffer.
	 * @param sampleBuf Pointer to the child class' sample buffer.
	 * @param firstSampleFrame Index to the first sample frame to erase.
	 * @param numSampleFrames Number of sample frames to erase.
	 * @param streamFormat Format of the data to be erased.
	 * @param audioStream Pointer to stream object that corresponds to the sample buffer being erased.
	 * @result Must return kIOReturnSuccess if the samples have been erased.
     */
	virtual IOReturn eraseOutputSamples(const void *mixBuf, void *sampleBuf, UInt32 firstSampleFrame, UInt32 numSampleFrames, const IOAudioStreamFormat *streamFormat, IOAudioStream *audioStream);
	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 6);
    /*!
	 * @function setClockIsStable
     * @abstract This function sets a flag that CoreAudio uses to select its sample rate tracking algorithm.  Set
	 * this to TRUE unless that results in dropped audio.  If the driver is experiencing unexplained dropouts
	 * setting this FALSE might help.
	 * @param clockIsStable TRUE tells CoreAudio to use an agressive PLL to quickly lock to the engine's sample rate
	 * while FALSE tells CoreAudio to adjust more slowly to perceived sample rate changes that might just be the
	 * result of an unstable clock.
     */
	virtual void setClockIsStable(bool clockIsStable);

	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 7);
	/*!
     * @function setMixClipOverhead
     * @abstract Used to tell IOAudioFamily when the watchdog timer must fire by.
     * @discussion setMixClipOverhead allows an audio engine to tell IOAudioFamily how much time
	 * an engine will take to mix and clip its samples, in percent.
	 * The default value is 10, meaning 10%.  This will cause IOAudioFamily to make
	 * the watchdog timer fire when there is just over 10% of the time to complete
	 * a buffer set left (e.g. 51 samples when the HAL is using a buffer size of 512
	 * samples).
     * @param newMixClipOverhead How much time per buffer should be made available for the
	 * mix and clip routines to run.  Valid values are 1 through 99, inclusive.
     * @result return no error
	*/
	virtual void setMixClipOverhead(UInt32 newMixClipOverhead);

	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 8);
    /*!
	 * @function setClockDomain
     * @abstract Sets a property that CoreAudio uses to determine how devices are synchronized.  If an audio device can tell that it is
	 * synchronized to another engine, it should set this value to that engine's clock domain.  If an audio device can be a clock master, it may publish
	 * its own clock domain for other devices to use.
	 * @param clockDomain is the unique ID of another engine that this engine realizes it is synchronized to, use the default value kIOAudioNewClockDomain 
	 * to have IOAudioEngine create a unique clock domain.
     */
	virtual void setClockDomain(UInt32 clockDomain = kIOAudioNewClockDomain);

	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 9);
    /*!
	 * @function convertInputSamplesVBR
     * @abstract Override this method if you want to return a different number of sample frames than was requested.  
     */
	virtual IOReturn convertInputSamplesVBR(const void *sampleBuf, void *destBuf, UInt32 firstSampleFrame, UInt32 &numSampleFrames, const IOAudioStreamFormat *streamFormat, IOAudioStream *audioStream);

	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 10);
    /*!
	 * @function setInputSampleOffset
     * @abstract set the offset CoreAudio will read from off the current read pointer
	 * @param numSamples size of offset in sample
	 */
    virtual void setInputSampleOffset(UInt32 numSamples);

	// OSMetaClassDeclareReservedUsed(IOAudioEngine, 11);
    /*!
	 * @function setOutputSampleOffset
     * @abstract set the offset CoreAudio will write at off the current write pointer
	 * @param numSamples size of offset in sample
	 */
    virtual void setOutputSampleOffset(UInt32 numSamples);

private:
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 0);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 1);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 2);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 3);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 4);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 5);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 6);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 7);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 8);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 9);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 10);
	OSMetaClassDeclareReservedUsed(IOAudioEngine, 11);

	OSMetaClassDeclareReservedUnused(IOAudioEngine, 12);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 13);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 14);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 15);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 16);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 17);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 18);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 19);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 20);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 21);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 22);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 23);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 24);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 25);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 26);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 27);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 28);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 29);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 30);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 31);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 32);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 33);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 34);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 35);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 36);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 37);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 38);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 39);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 40);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 41);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 42);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 43);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 44);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 45);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 46);
	OSMetaClassDeclareReservedUnused(IOAudioEngine, 47);

public:
    /*!
     * @function createDictionaryFromSampleRate
     * @abstract Generates a dictionary matching the given sample rate.
     * @discussion This is an internal routine used to generate a dictionary matching the given sample rate.  It is used to generate a sample rate dictionary for the I/O Registry - used by the 
     *  CoreAudio.framework.
     * @result Returns the newly create OSDictionary.
     */
    static OSDictionary *createDictionaryFromSampleRate(const IOAudioSampleRate *sampleRate, OSDictionary *rateDict = 0);
    
    /*!
     * @function createSampleRateFromDictionary
     * @abstract Generates a sample rate from an OSDictionary.
     * @discussion This is an internal routine used to generate a sample rate from an OSDictionary.  It is used to generate a sample rate give a new OSDictionary from the IORegistry - coming
     *  from the CoreAudio.framework.
     * @result Returns the sample rate.
     */
    static IOAudioSampleRate *createSampleRateFromDictionary(const OSDictionary *rateDict, IOAudioSampleRate *sampleRate = 0);

    /*!
     * @function init
     * @abstract Performs initialization of a newly allocated IOAudioEngine.
     * @discussion This function is responsible for initialization of all of the general attributes of
     *  a new IOAudioEngine.  It initializes instance variables to their default
     *  values and allocates the shared status buffer.  Subclasses will likely want to override this method
     *  and do all of their common initialization in their implementation.  They do need to be sure to call
     *  IOAudioEngine's implementation of init and pay attention to the return value.
     * @param properties The default properties for the IOAudioEngine.
     * @result Returns true if initialization was successful.
     */
    virtual bool init(OSDictionary *properties);

    /*!
     * @function free
     * @abstract Frees all of the resources allocated by the IOAudioEngine.
     * @discussion Do not call this directly.  This is called automatically by the system when the instance's
     *  refcount goes to 0.  To decrement the refcount, call release() on the object.
     */
    virtual void free();

    /*!
     * @function getWorkLoop
     * @abstract Returns the IOWorkLoop for the driver.
     */
    virtual IOWorkLoop *getWorkLoop() const;
    
    /*!
     * @function getCommandGate
     * @abstract Returns the IOCommandGate for this IOAudioEngine.
     */
    virtual IOCommandGate *getCommandGate() const;
    
    /*!
     * @function start
     * @abstract A simple cover function for start(IOService *, IOAudioDevice *) that assumes the provider
     *  is the IOAudioDevice.
     * @discussion Subclasses will want to override start(IOService *, IOAudioDevice *) rather than this
     *  one.
     * @param provider The service provider for the IOAudioEngine (the IOAudioDevice in this case).
     * @result Returns true if the IOAudioEngine was successfully started.
     */
    virtual bool start(IOService *provider);

    /*!
     * @function start
     * @abstract Standard IOKit start() routine called to start an IOService.
     * @discussion This function is called in order to prepare the IOAudioEngine for use.  It does NOT
     *  mean that the audio I/O engine itself should be started.  This implementation gets the IOWorkLoop
     *  from the IOAudioDevice and allocates an IOCommandGate.  Finally it calls initHardware() in which
     *  all of the subclass-specific device initialization should be done.  Upon return from initHardware()
     *  all IOAudioStreams should be created and added to the audio engine.  Also, all IOAudioControls
     *  for this IOAudioEngine should be created and attached.
     * @param provider The service provider for the IOAudioEngine.
     * @param device The IOAudioDevice to which this IOAudioEngine belongs.
     * @result Returns true if the service was successfully started.
     */
    virtual bool start(IOService *provider, IOAudioDevice *device);
    
    /*!
     * @function initHardware
     * @abstract This function is called by start() to provide a convenient place for the subclass to
     *  perform its hardware initialization.
     * @discussion Upon return from this function, all IOAudioStreams and IOAudioControls should be created
     *  and the audio engine should be ready to be started when a client requests that playback begin.
     * @function provider The service provider numb for this audio engine - typically the IOAudioDevice.
     * @result Returns true if the hardware was successfully initialized.
     */
    virtual bool initHardware(IOService *provider);

    /*!
     * @function stop
     * @abstract Stops the service and prepares for the driver to be terminated.
     * @discussion This function is called before the driver is terminated and usually means that the device
     *  has been removed from the system.
     * @param provider The service provider for the IOAudioEngine.
     */
    virtual void stop(IOService *provider);

    /*!
     * @function registerService
     * @abstract Called when this audio engine is ready to begin vending services.
     * @discussion This function is called by IOAudioDevice::activateAudioEngine() once the audio engine
     *  has been fully initialized and is ready to begin audio playback.
     * @param options
     */
    virtual void registerService(IOOptionBits options = 0);
    
    virtual void setAudioDevice(IOAudioDevice *device);
    virtual void setIndex(UInt32 index);
    
    virtual void setDescription(const char *description);

    /*!
     * @function newUserClient
     * @abstract Requests a new user client object for this service.
     * @discussion This function is called automatically by I/O Kit when a user process attempts
     *  to connect to this service.  It allocates a new IOAudioEngineUserClient object and increments
     *  the number of connections for this audio engine.  If this is the first user client for this IOAudioEngine,
     *  it calls startAudioEngine().  There is no need to call this function directly.
     * @param task The task requesting the new user client.
     * @param securityID Optional security paramater passed in by the client - ignored.
     * @param type Optional user client type passed in by the client - ignored.
     * @param handler The new IOUserClient * must be stored in this param on a successful completion.
     * @result Returns kIOReturnSuccess on success.  May also result kIOReturnError or kIOReturnNoMemory.
     */
    virtual IOReturn newUserClient(task_t task, void *securityID, UInt32 type, IOUserClient **handler);

    /*!
     * @function addAudioStream
     * @abstract Adds an IOAudioStream to the audio engine.
     * @discussion This function is called by the driver to add an IOAudioStream to the audio engine.  This must be called at least once to make sure the audio engine has at least one IOAudioStream.
     * @param stream The IOAudioStream to be added.
     * @result Returns kIOReturnSuccess if the stream was successfully added.
     */
    virtual IOReturn addAudioStream(IOAudioStream *stream);
    
    virtual IOAudioStream *getAudioStream(IOAudioStreamDirection direction, UInt32 channelID);
    
    virtual void lockAllStreams();
    virtual void unlockAllStreams();
    
    virtual void updateChannelNumbers();

    /*!
     * @function resetStatusBuffer
     * @abstract Resets the status buffer to its default values.
     * @discussion This is called during startAudioEngine() and resumeAudioEngine() to clear out the status buffer
     *  in preparation of starting up the I/O engine.  There is no need to call this directly.
     */
    virtual void resetStatusBuffer();
    
    /*!
     * @function clearAllSampleBuffers
     * @abstract Zeros out all of the sample and mix buffers associated with the IOAudioEngine
     * @discussion This is called during resumeAudioEngine() since the audio engine gets started back at the
     *  beginning of the sample buffer.
     */
    virtual void clearAllSampleBuffers();
    
    /*!
     * @function getCurrentSampleFrame
     * @abstract Gets the current sample frame from the IOAudioEngine subclass.
     * @result
     */
    virtual UInt32 getCurrentSampleFrame() = 0;

    /*!
     * @function startAudioEngine
     * @abstract Starts the audio I/O engine.
     * @discussion This method is called automatically when the audio engine is placed into use the first time.
     *  This must be overridden by the subclass.  No call to the superclass's implementation is
     *  necessary.  The subclass's implementation must start up the audio I/O engine.  This includes any audio
     *  engine that needs to be started as well as any interrupts that need to be enabled.  Upon successfully
     *  starting the engine, the subclass's implementation must call setState(kAudioEngineRunning).  If
     *  it has also checked the state using getState() earlier in the implementation, the stateLock must be
     *  acquired for the entire initialization process (using IORecursiveLockLock(stateLock) and
     *  IORecursiveLockUnlock(stateLock)) to ensure that the state remains consistent.  See the general class
     *  comments for an example.
     * @result Must return kIOReturnSuccess on a successful start of the engine.
     */
    virtual IOReturn startAudioEngine();

    /*!
     * @function stopAudioEngine
     * @abstract Stops the audio I/O engine.
     * @discussion This method is called automatically when the last client disconnects from this audio engine.
     *  It must be overridden by the subclass.  No call to the superclass's implementation is necessary.
     *  The subclass's implementation must stop the audio I/O engine.  The audio engine (if it exists) should
     *  be stopped and any interrupts disabled.  Upon successfully stopping the engine, the subclass must call
     *  setState(kAudioEngineStopped).  If it has also checked the state using getState() earlier in the
     *  implementation, the stateLock must be acquired for the entire initialization process (using
     *  IORecursiveLockLock(stateLock) and IORecursiveLockUnlock(stateLock)) to ensure that the state remains
     *  consistent.
     * @result Must return kIOReturnSuccess on a successful stop of the engine.
     */
    virtual IOReturn stopAudioEngine();
    virtual IOReturn pauseAudioEngine();
    virtual IOReturn resumeAudioEngine();
    
    /*!
     * @function performAudioEngineStart
     * @abstract Called to start the audio I/O engine
     * @discussion This method is called by startAudioEngine().  This must be overridden by the subclass.
	 *	No call to the superclass' implementation is necessary.  The subclass' implementation must start up the
	 *	audio I/O engine.  This includes any audio engine that needs to be started as well as any interrupts
	 *	that need to be enabled.
     * @result Must return kIOReturnSuccess on a successful start of the engine.
     */
    virtual IOReturn performAudioEngineStart();

    /*!
     * @function performAudioEngineStop
     * @abstract Called to stop the audio I/O engine
     * @discussion This method is called by stopAudioEngine() and pauseAudioEngine.
     *  This must be overridden by the subclass.  No call to the superclass' implementation is
     *  necessary.  The subclass' implementation must stop the audio I/O engine.  This includes any audio
     *  engine that needs to be stopped as well as any interrupts that need to be disabled.
     * @result Must return kIOReturnSuccess on a successful stop of the engine.
     */
    virtual IOReturn performAudioEngineStop();

    /*! 
     * @function getState
     * @abstract Returns the current state of the IOAudioEngine.
     * @discussion If this method is called in preparation for calling setState(), the stateLock must
     *  be acquired before the first call to getState() and held until after the last call to setState().
     *  Be careful not to return from the code acquiring the lock while the lock is being held.  That
     *  will cause a deadlock situation.
     * @result The current state of the IOAudioEngine: kAudioEngineRunning, kAudioEngineStopped.
     */
    virtual IOAudioEngineState getState();

    /*!
     * @function getSampleRate 
     * @abstract Returns the sample rate of the IOAudioEngine in samples per second.
     */
    virtual const IOAudioSampleRate *getSampleRate();
    
    virtual IOReturn hardwareSampleRateChanged(const IOAudioSampleRate *sampleRate);

    /*!
     * @function getRunEraseHead 
     * @abstract Returns true if the audio engine will run the erase head when the audio engine is running.
     */
    virtual bool getRunEraseHead();

    /*!
     * @function getStatus 
     * @abstract Returns a pointer to the shared status buffer.
     */
    virtual const IOAudioEngineStatus *getStatus();

    /*!
     * @function timerCallback
     * @abstract A static method used as a callback for the IOAudioDevice timer services.
     * @discussion This method implements the IOAudioDevice::TimerEvent type.
     * @param arg1 The IOAudioEngine that is the target of the event.
     * @param device The IOAudioDevice that sent the timer event.
     */
    static void timerCallback(OSObject *arg1, IOAudioDevice *device);

    /*!
     * @function timerFired
     * @abstract Indicates the timer has fired.
     * @discussion This method is called by timerCallback to indicate the timer has fired.  This method calls performErase() and performFlush() to do erase head processing and
     *  audio engine flushing each time the timer event fires.
     */
    virtual void timerFired();

    /*!
     * @function getTimerInterval
     * @abstract Gets the timer interval for use by the timer event.
     * @discussion This method is called each time the timer event is enabled through addTimer().  The default
     *  implementation is set to return a value such that the timer event runs n times each cycle of the audio
     *  engine through the sample buffer.  The value n is stored as the instance variable: numErasesPerBuffer.
     *  The default value of numErasesPerBuffer is set to IOAUDIOENGINE_DEFAULT_NUM_ERASES_PER_BUFFER which is 4.
     *  A subclass may change the value of numErasesPerBuffer or override getTimerInterval.  If it is overridden,
     *  the subclass should call the superclass's implementation, compare its interval with the superclass's and
     *  return the smaller of the two.
     * @result Returns the interval for the timer event.
     */
    virtual AbsoluteTime getTimerInterval();

    /*!
     * @function performErase
     * @abstract Performs erase head processing.
     * @discussion This method is called automatically each time the timer event fires and erases the sample
     *  buffer and mix buffer from the previous location up to the current location of the audio engine.
     */
    virtual void performErase();

    /*!
     * @function performFlush
     * @abstract Performs the flush operation.
     * @discussion This method is called automatically each time the timer event fires.  It stops the audio engine
     *  if there are no more clients and the audio engine is passed the latest flush ending position.
     */
    virtual void performFlush();
    
    virtual void stopEngineAtPosition(IOAudioEnginePosition *endingPosition);

    virtual IOReturn mixOutputSamples(const void *sourceBuf, void *mixBuf, UInt32 firstSampleFrame, UInt32 numSampleFrames, const IOAudioStreamFormat *streamFormat, IOAudioStream *audioStream);
    virtual IOReturn clipOutputSamples(const void *mixBuf, void *sampleBuf, UInt32 firstSampleFrame, UInt32 numSampleFrames, const IOAudioStreamFormat *streamFormat, IOAudioStream *audioStream);
    virtual void resetClipPosition(IOAudioStream *audioStream, UInt32 clipSampleFrame);
    virtual IOReturn convertInputSamples(const void *sampleBuf, void *destBuf, UInt32 firstSampleFrame, UInt32 numSampleFrames, const IOAudioStreamFormat *streamFormat, IOAudioStream *audioStream);
    
    virtual void takeTimeStamp(bool incrementLoopCount = true, AbsoluteTime *timestamp = NULL);
    virtual IOReturn getLoopCountAndTimeStamp(UInt32 *loopCount, AbsoluteTime *timestamp);

    virtual IOReturn calculateSampleTimeout(AbsoluteTime *sampleInterval, UInt32 numSampleFrames, IOAudioEnginePosition *startingPosition, AbsoluteTime *wakeupTime);
    
    virtual IOReturn performFormatChange(IOAudioStream *audioStream, const IOAudioStreamFormat *newFormat, const IOAudioSampleRate *newSampleRate);
    
    virtual void beginConfigurationChange();
    virtual void completeConfigurationChange();
    virtual void cancelConfigurationChange();

    virtual IOReturn addDefaultAudioControl(IOAudioControl *defaultAudioControl);
    virtual IOReturn removeDefaultAudioControl(IOAudioControl *defaultAudioControl);
    virtual void removeAllDefaultAudioControls();
    
    virtual OSString *getGlobalUniqueID();
    virtual OSString *getLocalUniqueID();

protected:

    /*!
     * @function initKeys
     * @abstract Generates the OSSymbols with the keys.
     * @discussion Do not call this directly.  This is an internal initialization routine.
     */ 
    static void initKeys();
    
    virtual void setNumSampleFramesPerBuffer(UInt32 numSampleFrames);
    virtual UInt32 getNumSampleFramesPerBuffer();

    /*!
     * @function setState
     * @abstract Indicates that the audio engine is in the specified state.
     * @discussion This method simply sets the internal state of the audio engine to the specified state.  It does not
     *  affect a change to the state.  It does however keep other internal state-related attributes consistent.
     *  For example, it enables or disables the timer as needed when the state changes to running or stopped.
     * @param newState The state the audio engine is in.
     * @result Returns the old state.
     */
    virtual IOAudioEngineState setState(IOAudioEngineState newState);

    /*!
     * @function setSampleRate
     * @abstract Records the sample rate of the audio engine.
     * @discussion  This method must be called during initialization of a new audio engine to record the audio engine's
     *  initial sample rate.  It also is intended to be used to record changes to the sample rate during use.
     *  Currently changing sample rates after the audio engine has been started is not supported.
     *  It may require that the sample buffers be re-sized.  This will be available in an upcoming release.
     * @param newSampleRate The sample rate of the audio engine in samples per second.
     */
    virtual void setSampleRate(const IOAudioSampleRate *newSampleRate);

    /*!
     * @function setSampleLatency
     * @abstract Sets the sample latency for the audio engine.
     * @discussion The sample latency represents the number of samples ahead of the playback head
     *  that it is safe to write into the sample buffer.  The audio device API will never write
     *  closer to the playback head than the number of samples specified.  For input audio engines
     *  the number of samples is behind the record head.
     */
    virtual void setSampleLatency(UInt32 numSamples);
    virtual void setOutputSampleLatency(UInt32 numSamples);
    virtual void setInputSampleLatency(UInt32 numSamples);
    virtual void setSampleOffset(UInt32 numSamples);

    /*!
     * @function setRunEraseHead
     * @abstract Tells the audio engine whether or not to run the erase head.
     * @discussion By default, output audio engines run the erase head and input audio engines do not.  This method can
     *  be called after setDirection() is called in order to change the default behavior.
     * @param runEraseHead The audio engine will run the erase head if this value is true.
     */
    virtual void setRunEraseHead(bool runEraseHead);

    /*!
     * @function clientClosed
     * @abstract Called automatically when a user client closes its connection to the audio engine.
     * @discussion This method decrements the number of connections to the audio engine and if they reach
     *  zero, the audio engine is called with a call to stopAudioEngine().  This method should not be called directly.
     * @param client The user client that has disconnected.
     */
    virtual void clientClosed(IOAudioEngineUserClient *client);

    /*!
     * @function addTimer
     * @abstract Enables the timer event for the audio engine.
     * @discussion There is a timer event needed by the IOAudioEngine for processing the erase head
     *  and performing flushing operations. When the timer fires, the method timerFired() is ultimately
     *  called which in turn calls performErase() and performFlush().  This is called automatically
     *  to enable the timer event for this audio engine.  It is called by setState() when the audio engine state
     *  is set to kAudioEngineRunning.  When the timer is no longer needed, removeTimer() is called.
     *  There is no need to call this directly.  
     */
    virtual void addTimer();

    /*!
     * @function removeTimer
     * @abstract Disables the timer event for the audio engine.
     * @discussion  This method is called automatically to disable the timer event for this audio engine.
     *  There is need to call it directly.  This method is called by setState() when the audio engine state
     *  is changed from kAudioEngineRunning to one of the stopped states.
     */
    virtual void removeTimer();

    virtual void sendFormatChangeNotification(IOAudioStream *audioStream);
    virtual void sendNotification(UInt32 notificationType);
    
    virtual IOReturn createUserClient(task_t task, void *securityID, UInt32 type, IOAudioEngineUserClient **newUserClient);

    static IOReturn addUserClientAction(OSObject *owner, void *arg1, void *arg2, void *arg3, void *arg4);
    static IOReturn removeUserClientAction(OSObject *owner, void *arg1, void *arg2, void *arg3, void *arg4);
    static IOReturn detachUserClientsAction(OSObject *owner, void *arg1, void *arg2, void *arg3, void *arg4);
    
    virtual IOReturn addUserClient(IOAudioEngineUserClient *newUserClient);
    virtual IOReturn removeUserClient(IOAudioEngineUserClient *userClient);
    virtual IOReturn detachUserClients();
    
    virtual IOReturn startClient(IOAudioEngineUserClient *userClient);
    virtual IOReturn stopClient(IOAudioEngineUserClient *userClient);
    
    virtual IOReturn incrementActiveUserClients();
    virtual IOReturn decrementActiveUserClients();
    
    virtual void detachAudioStreams();
	void setWorkLoopOnAllAudioControls(IOWorkLoop *wl);

	static inline void lockStreamForIO(IOAudioStream *stream);
	static inline void unlockStreamForIO(IOAudioStream *stream);

	// These aren't virtual by design
	UInt32 getNextStreamID(IOAudioStream * newStream);
	IOAudioStream * getStreamForID(UInt32 streamID);

};

#endif /* _IOKIT_IOAUDIOENGINE_H */