fe52458154
Happy new year to the wonderful Godot community!
124 lines
4.5 KiB
C++
124 lines
4.5 KiB
C++
/*************************************************************************/
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/* audio_driver_wasapi.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_DRIVER_WASAPI_H
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#define AUDIO_DRIVER_WASAPI_H
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#ifdef WASAPI_ENABLED
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#include "core/os/mutex.h"
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#include "core/os/thread.h"
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#include "servers/audio_server.h"
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#include <audioclient.h>
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#include <mmdeviceapi.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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class AudioDriverWASAPI : public AudioDriver {
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class AudioDeviceWASAPI {
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public:
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IAudioClient *audio_client = nullptr;
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IAudioRenderClient *render_client = nullptr;
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IAudioCaptureClient *capture_client = nullptr;
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bool active = false;
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WORD format_tag = 0;
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WORD bits_per_sample = 0;
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unsigned int channels = 0;
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unsigned int frame_size = 0;
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String device_name = "Default";
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String new_device = "Default";
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AudioDeviceWASAPI() {}
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};
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AudioDeviceWASAPI audio_input;
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AudioDeviceWASAPI audio_output;
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Mutex mutex;
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Thread thread;
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Vector<int32_t> samples_in;
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unsigned int channels = 0;
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int mix_rate = 0;
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int buffer_frames = 0;
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int target_latency_ms = 0;
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float real_latency = 0.0;
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bool using_audio_client_3 = false;
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bool thread_exited = false;
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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);
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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);
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Error init_capture_device(bool reinit = false);
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Error finish_render_device();
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Error finish_capture_device();
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Error audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit);
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Error audio_device_finish(AudioDeviceWASAPI *p_device);
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Array audio_device_get_list(bool p_capture);
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public:
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virtual const char *get_name() const {
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return "WASAPI";
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}
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virtual Error init();
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virtual void start();
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virtual int get_mix_rate() const;
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virtual float get_latency();
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virtual SpeakerMode get_speaker_mode() const;
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virtual Array get_device_list();
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virtual String get_device();
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virtual void set_device(String device);
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virtual void lock();
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virtual void unlock();
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virtual void finish();
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virtual Error capture_start();
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virtual Error capture_stop();
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virtual Array capture_get_device_list();
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virtual void capture_set_device(const String &p_name);
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virtual String capture_get_device();
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AudioDriverWASAPI();
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};
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#endif // WASAPI_ENABLED
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#endif // AUDIO_DRIVER_WASAPI_H
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