Split audio effects headers
There can be different use cases with the code that imports
headers from audio_effects (each subsequent case is a more
specialized version of the previous one):
1. The code only needs access to general structures
like effect_descriptor_t:
==> include system/audio_effect.h
Example: AudioSystem in libmedia
2. The code that needs access to effect UUID and parameter
enums:
==> include system/audio_effects/effect_foo.h
Examples: media framework effects interfaces, libwilhelm
3. The code that needs to call into HAL:
==> include hardware/audio_effect.h
Examples: libaudiohal (implementation part) and libeffects
4. The code that implements a particular effect:
==> include audio_effects/effect_foo.h
Examples: cts/.../CTSTestEffect.cpp
stuff in hardware/, vendor/
Note that AudioPolicy still deals with the effects HAL directly,
this needs to be fixed.
Change-Id: I963335ede6a196f9225caf21e1a01d03635e363c
Test: make
diff --git a/services/audioflinger/Threads.cpp b/services/audioflinger/Threads.cpp
index a35fdb2..e661a3b 100644
--- a/services/audioflinger/Threads.cpp
+++ b/services/audioflinger/Threads.cpp
@@ -33,12 +33,12 @@
#include <utils/Trace.h>
#include <private/media/AudioTrackShared.h>
-#include <audio_effects/effect_ns.h>
-#include <audio_effects/effect_aec.h>
#include <audio_utils/conversion.h>
#include <audio_utils/primitives.h>
#include <audio_utils/format.h>
#include <audio_utils/minifloat.h>
+#include <system/audio_effects/effect_ns.h>
+#include <system/audio_effects/effect_aec.h>
#include <system/audio.h>
// NBAIO implementations