[alsa-devel] SoC scenarii API
Robert Jarzmik
robert.jarzmik at free.fr
Tue Jan 13 12:36:13 CET 2009
Hi Liam and Mark,
As mioa701 submission was stopped due to the need of a generic scenarii API,
this a first attempt to design such an API in order to unblock mioa701
submission.
This is oversimplified, no convenience macros are provided, just external
data structures and namespace polution.
I'm expecting a lot of comments from both of you.
Cheers.
--
Robert
enum pin_change {
SCEN_PIN_OFF = 0, /* Disable the pin */
SCEN_PIN_ON, /* Enable the pin */
SCEN_PIN_LEAVE /* Leave the pin in previous state */
};
struct setup_mixmux {
char *mixname; /* Codec Mixer or Muxer name */
int val; /* Codec Mixer or Muxer value to enforce */
};
/**
* struct soc_scenario - describes one sound usecase
* @name: Scenario name, value as will be seen in alsa "SoC Mode" alsa control
* @pin_setup: Pin configuration to perform on scenario activation
* Table of all pins, as they should be configured. Each elements is a
* pin_change value, describing how to handle a specific pin.
* Table size must be the same as in snd_soc_scenario_init().
* @mixer_cleanup: Mixers/muxes to set up in phase (b)
* Table of all mixers/muxes to modify, NULL terminated.
* @mixer_setup: Mixers/muxers to set up in phase (c)
* Table of all mixers/muxes to modify, NULL terminated
* @lvol_master: Left volume aliased to "SoC Volume"
* @rvol_master: Right volume aliased to "SoC Volume"
* @lvol_mute: Left volume mute aliased to "SoC Volume" mute control
* @rvol_mute: Right volume mute aliased to "SoC Volume" mute control
*
* This structure describes what a scenario change implies. The behaviour is to :
* a) enable several pins, disable others, leave others in their state
* (understand here snd_soc_dapm_enable_pin)
* b) set up some mixers and muxers to prepare the change, and clean up.
* This should be normally used to restore a "default state" if need be, before
* activating the mixers/muxers into their final state.
* Note: table in NULL, or always terminated by NULL pointer
* Note: this cleanup may/should be shared amongst all scenarii
* c) set up some mixers and muxers to the final state
* This should be normally used to restore a "default state" if need be, before
* activating the mixers/muxers into their final state.
* Note: table in NULL, or always terminated by NULL pointer
*/
struct soc_scenario {
const char *name; /* scenario name */
const unsigned char pin_setup[]; /* pin_change for pins */
const struct setup_mixmux mixes_cleanup[]; /* mix cleanup */
const struct setup_mixmux mixes_setup[]; /* mix setup */
const char *lvol_master; /* left volume master */
const char *rvol_master; /* right volume master */
const char *lvol_mute; /* left volume mute */
const char *rvol_mute; /* right volume mute */
};
/**
* snd_soc_scenario_init - initialize soc scenarii
* @codec: codec associated to the pins/mixers/muxes/volumes/mutes
* @scenario: table of scenarii
* @nb_scenarii: number of scenarii
* @pin_names: table of pin names
* @nb_pins: number of pins handled by scenario
*
* Initialise the soc scenarii engine. The first scenario (0) will be used.
* By default, the user could leave this scenario as non intrusive (not a single
* pin changed, no mixers/muxes changes, and volume master inactive).
*/
int snd_soc_scenario_init(struct snd_soc_codec *codec,
struct soc_scenario *scenario, int nb_scenarii,
char *pin_names[], int nb_pins);
/**
* snd_soc_scenario_init - initialize soc scenarii
* @codec: codec used for the init
*/
void snd_soc_scenario_release(struct snd_soc_codec *code);
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