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96301e934d
When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
101 lines
3.6 KiB
C++
101 lines
3.6 KiB
C++
/*************************************************************************/
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/* audio_driver_coreaudio.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#ifdef COREAUDIO_ENABLED
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#ifndef AUDIO_DRIVER_COREAUDIO_H
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#define AUDIO_DRIVER_COREAUDIO_H
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#include "servers/audio_server.h"
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#include <AudioUnit/AudioUnit.h>
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#ifdef OSX_ENABLED
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#include <CoreAudio/AudioHardware.h>
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#endif
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class AudioDriverCoreAudio : public AudioDriver {
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AudioComponentInstance audio_unit;
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bool active;
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Mutex *mutex;
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String device_name;
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int mix_rate;
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unsigned int channels;
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unsigned int buffer_frames;
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unsigned int buffer_size;
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Vector<int32_t> samples_in;
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#ifdef OSX_ENABLED
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static OSStatus output_device_address_cb(AudioObjectID inObjectID,
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UInt32 inNumberAddresses, const AudioObjectPropertyAddress *inAddresses,
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void *inClientData);
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#endif
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static OSStatus output_callback(void *inRefCon,
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AudioUnitRenderActionFlags *ioActionFlags,
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const AudioTimeStamp *inTimeStamp,
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UInt32 inBusNumber, UInt32 inNumberFrames,
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AudioBufferList *ioData);
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Error init_device();
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Error finish_device();
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public:
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const char *get_name() const {
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return "CoreAudio";
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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 SpeakerMode get_speaker_mode() const;
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#ifdef OSX_ENABLED
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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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#endif
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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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bool try_lock();
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void stop();
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AudioDriverCoreAudio();
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~AudioDriverCoreAudio();
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};
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#endif
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#endif
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