godot/drivers/wasapi/audio_driver_wasapi.h

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/*************************************************************************/
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/* audio_driver_wasapi.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef AUDIO_DRIVER_WASAPI_H
#define AUDIO_DRIVER_WASAPI_H
#ifdef WASAPI_ENABLED
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "servers/audio_server.h"
#include <audioclient.h>
#include <mmdeviceapi.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
class AudioDriverWASAPI : public AudioDriver {
class AudioDeviceWASAPI {
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public:
IAudioClient *audio_client = nullptr;
IAudioRenderClient *render_client = nullptr;
IAudioCaptureClient *capture_client = nullptr;
bool active = false;
WORD format_tag = 0;
WORD bits_per_sample = 0;
unsigned int channels = 0;
unsigned int frame_size = 0;
String device_name = "Default";
String new_device = "Default";
AudioDeviceWASAPI() {}
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};
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AudioDeviceWASAPI audio_input;
AudioDeviceWASAPI audio_output;
Mutex mutex;
Thread thread;
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Vector<int32_t> samples_in;
unsigned int channels = 0;
int mix_rate = 0;
int buffer_frames = 0;
int target_latency_ms = 0;
float real_latency = 0.0;
bool using_audio_client_3 = false;
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bool thread_exited = false;
mutable bool exit_thread = false;
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static _FORCE_INLINE_ void write_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i, int32_t sample);
static _FORCE_INLINE_ int32_t read_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i);
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static void thread_func(void *p_udata);
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Error init_render_device(bool reinit = false);
Error init_capture_device(bool reinit = false);
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Error finish_render_device();
Error finish_capture_device();
Error audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit);
Error audio_device_finish(AudioDeviceWASAPI *p_device);
Array audio_device_get_list(bool p_capture);
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public:
virtual const char *get_name() const {
return "WASAPI";
}
virtual Error init();
virtual void start();
virtual int get_mix_rate() const;
virtual float get_latency();
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virtual SpeakerMode get_speaker_mode() const;
virtual Array get_device_list();
virtual String get_device();
virtual void set_device(String device);
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virtual void lock();
virtual void unlock();
virtual void finish();
virtual Error capture_start();
virtual Error capture_stop();
virtual Array capture_get_device_list();
virtual void capture_set_device(const String &p_name);
virtual String capture_get_device();
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AudioDriverWASAPI();
};
#endif // WASAPI_ENABLED
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#endif // AUDIO_DRIVER_WASAPI_H