audio policy: concurrent capture effects
Add pre processing effect management for concurrent capture scenarii.
When several clients on the same input stream have enabled audio effects,
only the effects attached to the top priotity client are active.
Other effects are suspended.
Add AudioFlinger API to suspend/restore audio effects build on top
of exisiting internal effect suspend mechanism.
RecordThread now supports more than one effect chain.
AOSP pre processing implementation supports more than one effect session
per input.
Refactor AudioPolicyManager::closeAllInputs() to call closeInput() on
all inputs instead of partially duplicated code.
Bug: 128419018
Test: make
Change-Id: I685286da4c2905a8894a4354679f9787b1400621
diff --git a/services/audiopolicy/AudioPolicyInterface.h b/services/audiopolicy/AudioPolicyInterface.h
index caf0d7e..4b56a46 100644
--- a/services/audiopolicy/AudioPolicyInterface.h
+++ b/services/audiopolicy/AudioPolicyInterface.h
@@ -348,6 +348,10 @@
audio_io_handle_t srcOutput,
audio_io_handle_t dstOutput) = 0;
+ virtual void setEffectSuspended(int effectId,
+ audio_session_t sessionId,
+ bool suspended) = 0;
+
/* Create a patch between several source and sink ports */
virtual status_t createAudioPatch(const struct audio_patch *patch,
audio_patch_handle_t *handle,