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- Google Chrome Audio Output
Dec 13, 2017 This works similarly to once popular SoundFlower utility, and can be useful when more than one output device is connected to your Mac. This is a bit of a power user feature, but a nice addition nonetheless. Sound Control is a very robust application, and offers a feature set on par with utilities more than 5x the price. Jan 18, 2014 On running that app, it removed a long-forgotten Google Voice tool that had hooks into the audio functions of Chrome when Chrome is running, and that tended to cause the cracking and distortion of all other system audio, even with a blank tab. VERY annoying to.
NOTE:Deprecation of the technologies described here has been announcedfor platforms other than ChromeOS.Please visit ourmigration guidefor details.
This section describes how to use the Pepper audio API to play an audiostream. The Pepper audio API provides a low-level means of playing a stream ofaudio samples generated by a Native Client module. The API generally works asfollows: A Native Client module creates an audio resource that represents anaudio stream, and tells the browser to start or stop playing the audioresource. The browser calls a function in the Native Client module to fill abuffer with audio samples every time it needs data to play from the audiostream.
The code examples in this section describe a simple Native Client module thatgenerates audio samples using a sine wave with a frequency of 440 Hz. The modulestarts playing the audio samples as soon as it is loaded into the browser. For aslightly more sophisticated example, see the
audio
example (source code inthe SDK directory examples/api/audio
), which lets users specify a frequencyfor the sine wave and click buttons to start and stop audio playback.For HP products a product number. Use product model name: - Examples: laserjet pro p1102, DeskJet 2130. Download hp app printer. Tips for better search results. Ensure correct spelling and spacing - Examples: 'paper jam'.
Reference information
For reference information related to the Pepper audio API, see the followingdocumentation:
About the Pepper audio API
The Pepper audio API lets Native Client modules play audio streams in abrowser. To play an audio stream, a module generates audio samples and writesthem into a buffer. The browser reads the audio samples from the buffer andplays them using an audio device on the client computer.
This mechanism is simple but low-level. If you want to play plain sound files ina web application, you may want to consider higher-level alternatives such asusing the HTML
<audio>
tag, JavaScript, or the new Web Audio API.The Pepper audio API is a good option for playing audio data if you want to doaudio processing in your web application. You might use the audio API, forexample, if you want to apply audio effects to sounds, synthesize your ownsounds, or do any other type of CPU-intensive processing of audiosamples. Another likely use case is gaming applications: you might use a gaminglibrary to process audio data, and then simply use the audio API to output theprocessed data.
The Pepper audio API is straightforward to use:
- Your module creates an audio configuration resource and an audio resource.
- Your module implements a callback function that fills an audio buffer withdata.
- Your module invokes the StartPlayback and StopPlayback methods of the audioresource (e.g., when certain events occur).
- The browser invokes your callback function whenever it needs audio data toplay. Your callback function can generate the audio data in a number ofways—e.g., it can generate new data, or it can copy pre-mixed data into theaudio buffer.
This basic interaction is illustrated below, and described in detail in thesections that follow.
Digital audio concepts
Before you use the Pepper audio API, it’s helpful to understand a few conceptsthat are fundamental to how digital audio is recorded and played back:
- sample rate
- the number of times an input sound source is sampled per second;correspondingly, the number of samples that are played back per second
- bit depth
- the number of bits used to represent a sample
- channels
- the number of input sources recorded in each sampling interval;correspondingly, the number of outputs that are played back simultaneously(typically using different speakers)
The higher the sample rate and bit depth used to record a sound wave, the moreaccurately the sound wave can be reproduced, since it will have been sampledmore frequently and stored using a higher level of quantization. Common samplingrates include 44,100 Hz (44,100 samples/second, the sample rate used on CDs),and 48,000 Hz (the sample rate used on DVDs and Digital Audio Tapes). A commonbit depth is 16 bits per sample, and a common number of channels is 2 (left andright channels for stereo sound).
The Pepper audio API currently lets Native Client modules play audio streamswith the following configurations:
- sample rate: 44,100 Hz or 48,000 Hz
- bit depth: 16
- channels: 2 (stereo)
Setting up the module
The code examples below describe a simple Native Client module that generatesaudio samples using a sine wave with a frequency of 440 Hz. The module startsplaying the audio samples as soon as it is loaded into the browser.
![Set Set](/uploads/1/2/6/3/126363356/840455337.png)
The Native Client module is set up by implementing subclasses of the
pp::Module
and pp::Instance
classes, as normal.Creating an audio configuration resource
Resources
Before the module can play an audio stream, it must create two resources: anaudio configuration resource and an audio resource. Resources are handles toobjects that the browser provides to module instances. An audio resource is anobject that represents the state of an audio stream, including whether thestream is paused or being played back, and which callback function to invokewhen the samples in the stream’s buffer run out. An audio configuration resourceis an object that stores configuration data for an audio resource, including thesampling frequency of the audio samples, and the number of samples that thecallback function must provide when the browser invokes it.
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Sample frame count
Prior to creating an audio configuration resource, the module should call
RecommendSampleFrameCount
to obtain a sample frame count from thebrowser. The sample frame count is the number of samples that the callbackfunction must provide per channel each time the browser invokes the callbackfunction. For example, if the sample frame count is 4096 for a stereo audiostream, the callback function must provide a 8192 samples (4096 for the leftchannel and 4096 for the right channel).The module can request a specific sample frame count, but the browser may returna different sample frame count depending on the capabilities of the clientdevice. At present,
RecommendSampleFrameCount
simply bound-checks therequested sample frame count (see include/ppapi/c/ppb_audio_config.h
for theminimum and maximum sample frame counts, currently 64 and 32768). In the future,RecommendSampleFrameCount
may perform a more sophisticated calculation,particularly if there is an intrinsic buffer size for the client device.Selecting a sample frame count for an audio stream involves a tradeoff betweenlatency and CPU usage. If you want your module to have short audio latency sothat it can rapidly change what’s playing in the audio stream, you shouldrequest a small sample frame count. That could be useful in gaming applications,for example, where sounds have to change frequently in response to gameaction. However, a small sample frame count results in higher CPU usage, sincethe browser must invoke the callback function frequently to refill the audiobuffer. Conversely, a large sample frame count results in higher latency butlower CPU usage. You should request a large sample frame count if your modulewill play long, uninterrupted audio segments.
Supported audio configurations
After the module obtains a sample frame count, it can create an audioconfiguration resource. Currently the Pepper audio API supports audio streamswith the configuration settings shown above.C++ modules can create a configuration resource by instantiating a
pp::AudioConfig
object. Check audio_config.h
for the latestconfigurations that are supported.Creating an audio resource
Once the module has created an audio configuration resource, it can create anaudio resource. To do so, it instantiates a
pp::Audio
object, passing in apointer to the module instance, the audio configuration resource, a callbackfunction, and a pointer to user data (data that is used in the callbackfunction). See the example above.Implementing a callback function
The browser calls the callback function associated with an audio resource everytime it needs more samples to play. The callback function can generate newsamples (e.g., by applying sound effects), or copy pre-mixed samples into theaudio buffer. The example below generates new samples by computing values of asine wave.
The last parameter passed to the callback function is generic user data that thefunction can use in processing samples. In the example below, the user data is apointer to the module instance, which includes member variables
sample_frame_count_
(the sample frame count obtained from the browser) andtheta_
(the last angle that was used to compute a sine value in the previouscallback; this lets the function generate a smooth sine wave by starting at thatangle plus a small delta).Change Google Chrome Audio Output
Application threads and real-time requirements
The callback function runs in a background application thread. This allows audioprocessing to continue even when the application is busy doing somethingelse. If the main application thread and the callback thread access the samedata, you may be tempted to use a lock to control access to that data. Youshould avoid the use of locks in the callback thread, however, as attempting toacquire a lock may cause the thread to get swapped out, resulting in audiodropouts.
In general, you must program the callback thread carefully, as the Pepper audioAPI is a very low level API that needs to meet hard real-time requirements. Ifthe callback thread spends too much time processing, it can easily miss thereal-time deadline, resulting in audio dropouts. One way the callback thread canmiss the deadline is by taking too much time doing computation. Another way thecallback thread can miss the deadline is by executing a function call that swapsout the callback thread. Unfortunately, such function calls include just aboutall C Run-Time (CRT) library calls and Pepper API calls. The callback threadshould therefore avoid calls to malloc, gettimeofday, mutex, condvars, criticalsections, and so forth; any such calls could attempt to take a lock and swap outthe callback thread, which would be disastrous for audio playback. Similarly,the callback thread should avoid Pepper API calls. Audio dropouts due to threadswapping can be very rare and very hard to track down and debug—it’s best toavoid making system/Pepper calls in the first place. In short, the audio(callback) thread should use “lock-free” techniques and avoid making CRT librarycalls.
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One other issue to be aware of is that the
StartPlayback
function (discussedbelow) is an asynchronous RPC; i.e., it does not block. That means that thecallback function may not be called immediately after the call toStartPlayback
. If it’s important to synchronize the callback thread withanother thread so that the audio stream starts playing simultaneously withanother action in your application, you must handle such synchronizationmanually.Set Per App Audio Output Mac Chrome Download
Starting and stopping playback
To start and stop audio playback, the module simply reacts to JavaScriptmessages.
Set Per App Audio Output Mac Chrome Pro
![Audio Audio](/uploads/1/2/6/3/126363356/667531309.png)