There are many audio codecs available on the market and each requires a driver to work with the audio class. The driver is referred as the Audio Peripheral Driver in the general audio class architecture. The amount of code necessary to port a specific audio codec to the audio class greatly depends on the codec’s complexity.
Micrium does NOT develop audio codec drivers. It is your responsibility to develop the Audio Peripheral Driver for your audio hardware. Micrium provides a template of the Audio Peripheral Driver than can be used to as a starting point for your driver. You can also read the different sections below. |
An Audio Peripheral Driver template containing empty functions is provided. It is located in the folder \Micrium\Software\uC-USB-Device-V4\Class\Audio\Drivers\Template
. You can start from it to write your driver.
No particular memory interface is required by the audio peripheral driver model. Therefore, the audio peripheral may use the assistance of a Direct Memory Access (DMA) controller to transfer audio data.
It is highly recommended to use a DMA implementation of the driver as it will offload the CPU and ensure better overall audio performances. |
An audio codec will usually have two interfaces with the microcontroller:
As shown by the figure above, the audio peripheral driver may have to deal with two different peripherals of the MCU to communicate with the audio codec.
Memory allocation in the driver can be simplified by the use of memory allocation functions available from Micrium’s µC/LIB module. µC/LIB’s memory allocation functions provide allocation of memory from dedicated memory space or general purpose heap. The driver may use the pool functionality offered by µC/LIB. Memory pools use fixed-sized blocks that can be dynamically allocated and freed during application execution. Memory pools may be convenient to manage objects needed by the driver. The objects could be for instance data structures mandatory for DMA operations. For more information on using µC/LIB memory allocation functions, consult the µC/LIB documentation.
All audio peripheral drivers must declare different instances of the appropriate driver API structure as global variables within the source code. Each API structure is an ordered list of function pointers utilized by the audio class when device hardware services are required. Each structure will encompass some functions belonging to a category: common, Output Terminal, Feature Unit, Mixer Unit, Selector Unit and AudioStreaming (AS) interface. The API structure will then be passed to the appropriate
USBD_Audio_XX_Add()
functions. Theses different API structures offers two possibilities to handle the terminal and unit IDs management within a given codec driver function:
Sample device driver API structures are shown below.
const USBD_AUDIO_DRV_COMMON_API USBD_Audio_DrvCommonAPI_Template = { USBD_Audio_DrvInit (1) }; const USBD_AUDIO_DRV_AC_OT_API USBD_Audio_DrvOT_API_Template = { USBD_Audio_DrvCtrlOT_CopyProtSet (2) }; const USBD_AUDIO_DRV_AC_FU_API USBD_Audio_DrvFU_API_Template = { USBD_Audio_DrvCtrlFU_MuteManage, (3) USBD_Audio_DrvCtrlFU_VolManage, (4) USBD_Audio_DrvCtrlFU_BassManage, (5) USBD_Audio_DrvCtrlFU_MidManage, (6) USBD_Audio_DrvCtrlFU_TrebleManage, (7) USBD_Audio_DrvCtrlFU_GraphicEqualizerManage, (8) USBD_Audio_DrvCtrlFU_AutoGainManage, (9) USBD_Audio_DrvCtrlFU_DlyManage, (10) USBD_Audio_DrvCtrlFU_BassBoostManage, (11) USBD_Audio_DrvCtrlFU_LoudnessManage (12) }; const USBD_AUDIO_DRV_AC_MU_API USBD_Audio_DrvMU_API_Template = { USBD_Audio_DrvCtrlMU_CtrlManage (13) }; const USBD_AUDIO_DRV_AC_SU_API USBD_Audio_DrvSU_API_Template = { USBD_Audio_DrvCtrlSU_InPinManage (14) }; const USBD_AUDIO_DRV_AS_API USBD_Audio_DrvAS_API_Template = { USBD_Audio_DrvAS_SamplingFreqManage, (15) USBD_Audio_DrvAS_PitchManage, (16) USBD_Audio_DrvStreamStart, (17) USBD_Audio_DrvStreamStop, (18) USBD_Audio_DrvStreamRecordRx, (19) USBD_Audio_DrvStreamPlaybackTx (20) }; |
(1) Audio peripherals initialization. (2) Set Copy Protection Level. (3) Get or set m ute state. (4) Get or set volume level. (5) Get or set bass level. (6) Get or set middle level. (7) Get or set treble level. (8) Get or set graphical equalizer level. (9) Get or set auto gain state. (10) Get or set delay value. (11) Get or set bass boost state. (12) Get or set loudness state. (13) Get or set mix status. (14) Get or set selected Input Pin of a particular Selector Unit. (15) Get or set sampling frequency. (16) Get or set pitch state. (17) Start record or playback stream. (18) Stop record or playback stream. (19) Get a ready record buffer from codec. (20) Provide a ready playback buffer to codec. |
The audio peripheral driver functions can be divided into three API groups as shown in the Table - Audio Peripheral Driver API Groups.
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Optional functions can be declared as null pointers if the audio chip does not support the associated functionality.
It is the audio peripheral driver developers’ responsibility to ensure that the required functions listed within the API are properly implemented and that the order of the functions within the API structure is correct. |
Audio peripheral driver API function names may not be unique. Name clashes between audio peripheral drivers are avoided by never globally prototyping device driver functions and ensuring that all references to functions within the driver are obtained by pointers within the API structure. The developer may arbitrarily name the functions within the source file so long as the API structure is properly declared. The user application should never need to call API functions. Unless special care is taken, calling device driver functions may lead to unpredictable results due to reentrancy. |
The details of each audio peripheral driver API function are described in the Audio Peripheral Driver API Reference. |
The audio peripheral driver has access to stream API offered by the Audio Processing module presented in Table - Audio Processing Module Stream API. Basically, this stream API allows the audio peripheral driver to get buffers to transfer audio data to/from an audio codec or any other types of audio chip.
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In order to better understand the use of this stream API, we will consider the typical audio stereo codec configuration shown by Figure - Typical Audio Codec Interfacing a MCU. Moreover, a DMA controller used by the I2S controller will be assumed. Figure - Playback Stream Functions summarizes the use of stream functions for a playback stream. Please refer to Figure - Playback Stream Dataflow as a complement to know what is happening in the Audio Processing module.
(1) The host has opened the stream by selecting the operational AS interface. It then sets the sampling frequency (for instance, 48 kHz). The function (2) Once the playback stream priming is completed within the Audio Processing module, that is a certain number of audio buffers has been accumulated, the function
(3) The playback task will receive an AudioStreaming interface handle and will submit to the audio peripheral driver a ready buffer by calling Depending on the DMA controller, you may have to configure some registers and/or a DMA descriptor in order to describe the transfer. The DMA controller moves the audio data from the memory to the I 2 S controller. This one will forward the data to the codec that will play audio data to the speaker. (4) A DMA interrupt will be fired upon transfer completion. An ISR associated to this interrupt is called. This ISR processes the DMA transfer completion by freeing the consumed buffer. For that, the function
(5) The host decides to stop the stream. The function |
Figure - Record Stream Functions summarizes the use of stream functions for a record stream. Please refer to Figure - Record Stream Dataflow as a complement to know that is happening in the Audio Processing module.
(1) The host has opened the stream by selecting the operational AS interface. It then sets the sampling frequency (for instance, 48 kHz). The function (2) The Audio Processing will call the function
(3) A DMA interrupt will be fired upon transfer completion. An ISR associated to this interrupt is called. This ISR processes the DMA transfer completion by signaling to the record task that a buffer is ready with the function
(4) Upon reception of the signal, the record task will call the function (5) The host decides to stop the stream. The function |
As described in the section Audio Statistics, the audio class offered some stream statistics that may be useful during your development. An audio statistics structure (
USBD_AUDIO_STAT
) specific to each AS interface can be retrieved by the application and consulted during debugging. Table - USBD_AUDIO_STAT Structure Fields Description describes all the fields of USBD_AUDIO_STAT
. Among them, there are four interesting for the driver:
AudioDrv_Playback_DMA_NbrXferCmpl
AudioDrv_Playback_DMA_NbrSilenceBuf
AudioDrv_Record_DMA_NbrXferCmpl
AudioDrv_Record_DMA_NbrDummyBuf
You can use the macro AUDIO_DRV_STAT_INC()
by specifying an AS handle and the name of the field to update statistics. Listing - AUDIO_DRV_STAT_INC() Usage shows an example of AUDIO_DRV_STAT_INC()
usage.
static void Streaming_I2S_DMA_ISR_Handler (CPU_INT08U ch) { USBD_AUDIO_DRV_DATA *p_drv_data; CPU_INT08U *p_buf; CPU_INT16U buf_len; p_drv_data = AudioDrvDataPtr; ... if (DMA write interrupt) { ... p_buf = Codec_PlaybackCircularBufGet(p_drv_data, &buf_len); if (p_buf != (CPU_INT08U *)0) { (1) USBD_AUDIO_DRV_STAT_INC(DMA_AsHandleTbl[ch], AudioDrv_Playback_DMA_NbrXferCmpl); /* $$$$ Prepare a DMA transfer. */ } else { /* $$$$ Prepare a DMA transfer to play a silence buffer. */ (2) USBD_AUDIO_DRV_STAT_INC(DMA_AsHandleTbl[ch], AudioDrv_Playback_DMA_NbrSilenceBuf); } ... } if (DMA write interrupt) { ... p_buf = (CPU_INT08U *)USBD_Audio_RecordBufGet(DMA_AsHandleTbl[ch], &buf_len); if (p_buf != (CPU_INT08U *)0) { (3) USBD_AUDIO_DRV_STAT_INC(DMA_AsHandleTbl[ch], AudioDrv_Record_DMA_NbrXferCmpl); /* $$$$ Prepare a DMA transfer. */ } else { /* $$$$ Prepare a DMA transfer with the dummy record buffer to keep in sync with audio class. */ (4) USBD_AUDIO_DRV_STAT_INC(DMA_AsHandleTbl[ch], AudioDrv_Record_DMA_NbrDummyBuf); } ... } ... } |
(1) You can count a playback DMA transfer completed once you receive the interrupt indicating transfer completion. You can increase the counter (2) If no buffer is available, you may have to play a silence buffer to keep in sync with the audio class. In that case, increase the counter (3) You can count a record DMA transfer completed once you receive the interrupt indicating transfer completion. You can increase the counter (4) If no empty buffer is available, you may have to use a dummy buffer to get record data and to keep in sync with the audio class. In that case, increase the counter |