godot/drivers/wasapi/audio_driver_wasapi.h

119 lines
4.3 KiB
C++

/*************************************************************************/
/* audio_driver_wasapi.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_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>
#include <windows.h>
class AudioDriverWASAPI : public AudioDriver {
HANDLE event;
// Audio out
IAudioClient *audio_client;
IAudioRenderClient *render_client;
// Microphone
class MicrophoneDeviceOutputDirectWASAPI : public MicrophoneDeviceOutputDirect {
public:
IAudioClient *audio_client;
IAudioCaptureClient *capture_client;
WORD capture_format_tag;
};
//
Mutex *mutex;
Thread *thread;
String device_name;
String new_device;
String capture_device_default_name;
WORD format_tag;
WORD bits_per_sample;
Vector<int32_t> samples_in;
Map<StringName, StringName> capture_device_id_map;
unsigned int buffer_size;
unsigned int channels;
unsigned int wasapi_channels;
int mix_rate;
int buffer_frames;
bool thread_exited;
mutable bool exit_thread;
bool active;
_FORCE_INLINE_ void write_sample(AudioDriverWASAPI *ad, BYTE *buffer, int i, int32_t sample);
static _FORCE_INLINE_ float read_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i);
static void thread_func(void *p_udata);
StringName get_default_capture_device_name(IMMDeviceEnumerator *p_enumerator);
Error init_render_device(bool reinit = false);
Error init_capture_devices(bool reinit = false);
Error finish_render_device();
Error finish_capture_devices();
public:
virtual const char *get_name() const {
return "WASAPI";
}
virtual Error init();
virtual void start();
virtual int get_mix_rate() const;
virtual SpeakerMode get_speaker_mode() const;
virtual Array get_device_list();
virtual String get_device();
virtual void set_device(String device);
virtual void lock();
virtual void unlock();
virtual void finish();
virtual bool capture_device_start(StringName p_name);
virtual bool capture_device_stop(StringName p_name);
virtual PoolStringArray capture_device_get_names();
virtual StringName capture_device_get_default_name();
AudioDriverWASAPI();
};
#endif // AUDIO_DRIVER_WASAPI_H
#endif