godot/drivers/pulseaudio/audio_driver_pulseaudio.h

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/*************************************************************************/
/* audio_driver_pulseaudio.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef AUDIO_DRIVER_PULSEAUDIO_H
#define AUDIO_DRIVER_PULSEAUDIO_H
#ifdef PULSEAUDIO_ENABLED
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "servers/audio_server.h"
#include "pulse-so_wrap.h"
class AudioDriverPulseAudio : public AudioDriver {
Thread thread;
Mutex mutex;
pa_mainloop *pa_ml = nullptr;
pa_context *pa_ctx = nullptr;
pa_stream *pa_str = nullptr;
pa_stream *pa_rec_str = nullptr;
pa_channel_map pa_map;
pa_channel_map pa_rec_map;
String device_name = "Default";
String new_device = "Default";
String default_device;
String capture_device_name;
String capture_new_device;
String capture_default_device;
Vector<int32_t> samples_in;
Vector<int16_t> samples_out;
unsigned int mix_rate = 0;
unsigned int buffer_frames = 0;
unsigned int pa_buffer_size = 0;
int channels = 0;
int pa_ready = 0;
int pa_status = 0;
Array pa_devices;
Array pa_rec_devices;
bool active = false;
bool thread_exited = false;
mutable bool exit_thread = false;
float latency = 0;
static void pa_state_cb(pa_context *c, void *userdata);
static void pa_sink_info_cb(pa_context *c, const pa_sink_info *l, int eol, void *userdata);
static void pa_source_info_cb(pa_context *c, const pa_source_info *l, int eol, void *userdata);
static void pa_server_info_cb(pa_context *c, const pa_server_info *i, void *userdata);
static void pa_sinklist_cb(pa_context *c, const pa_sink_info *l, int eol, void *userdata);
static void pa_sourcelist_cb(pa_context *c, const pa_source_info *l, int eol, void *userdata);
Error init_device();
void finish_device();
Error capture_init_device();
void capture_finish_device();
void detect_channels(bool capture = false);
static void thread_func(void *p_udata);
public:
const char *get_name() const {
return "PulseAudio";
};
virtual Error init();
virtual void start();
virtual int get_mix_rate() const;
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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);
virtual Array capture_get_device_list();
virtual void capture_set_device(const String &p_name);
virtual String capture_get_device();
virtual void lock();
virtual void unlock();
virtual void finish();
virtual float get_latency();
virtual Error capture_start();
virtual Error capture_stop();
AudioDriverPulseAudio();
~AudioDriverPulseAudio() {}
};
#endif // PULSEAUDIO_ENABLED
#endif // AUDIO_DRIVER_PULSEAUDIO_H