mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-21 20:28:28 +00:00
wasapi: Reworked for new SDL3 audio API, other win32 fixes.
The WinRT code has _also_ be updated, but it has not been tested or compiled, yet.
This commit is contained in:
parent
dc04f85646
commit
c58d95c343
10 changed files with 654 additions and 556 deletions
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@ -53,21 +53,16 @@ using namespace Microsoft::WRL;
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static Platform::String ^ SDL_PKEY_AudioEngine_DeviceFormat = L"{f19f064d-082c-4e27-bc73-6882a1bb8e4c} 0";
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static void WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid);
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static void WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid);
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extern "C" {
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SDL_AtomicInt SDL_IMMDevice_DefaultPlaybackGeneration;
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SDL_AtomicInt SDL_IMMDevice_DefaultCaptureGeneration;
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static SDL_bool FindWinRTAudioDeviceCallback(SDL_AudioDevice *device, void *userdata)
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{
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return (SDL_wcscmp((LPCWSTR) device->handle, (LPCWSTR) userdata) == 0) ? SDL_TRUE : SDL_FALSE;
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}
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/* This is a list of device id strings we have inflight, so we have consistent pointers to the same device. */
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typedef struct DevIdList
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static SDL_AudioDevice *FindWinRTAudioDevice(LPCWSTR devid)
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{
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WCHAR *str;
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struct DevIdList *next;
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} DevIdList;
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static DevIdList *deviceid_list = NULL;
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return SDL_FindPhysicalAudioDeviceByCallback(FindWinRTAudioDeviceCallback, (void *) devid);
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}
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class SDL_WasapiDeviceEventHandler
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{
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@ -80,9 +75,10 @@ class SDL_WasapiDeviceEventHandler
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void OnEnumerationCompleted(DeviceWatcher ^ sender, Platform::Object ^ args);
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void OnDefaultRenderDeviceChanged(Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args);
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void OnDefaultCaptureDeviceChanged(Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args);
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SDL_Semaphore *completed;
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void WaitForCompletion();
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private:
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SDL_Semaphore *completed_semaphore;
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const SDL_bool iscapture;
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DeviceWatcher ^ watcher;
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Windows::Foundation::EventRegistrationToken added_handler;
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@ -93,10 +89,11 @@ class SDL_WasapiDeviceEventHandler
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};
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SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
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: iscapture(_iscapture), completed(SDL_CreateSemaphore(0))
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: iscapture(_iscapture), completed_semaphore(SDL_CreateSemaphore(0))
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{
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if (!completed)
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if (!completed_semaphore) {
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return; // uhoh.
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}
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Platform::String ^ selector = _iscapture ? MediaDevice::GetAudioCaptureSelector() : MediaDevice::GetAudioRenderSelector();
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Platform::Collections::Vector<Platform::String ^> properties;
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@ -128,9 +125,10 @@ SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
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watcher->Stop();
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watcher = nullptr;
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}
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if (completed) {
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SDL_DestroySemaphore(completed);
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completed = nullptr;
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if (completed_semaphore) {
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SDL_DestroySemaphore(completed_semaphore);
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completed_semaphore = nullptr;
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}
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if (iscapture) {
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@ -142,21 +140,34 @@ SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
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void SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ info)
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{
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/* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever).
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In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for
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phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be
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available and switch automatically. (!!! FIXME...?) */
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SDL_assert(sender == this->watcher);
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char *utf8dev = WIN_StringToUTF8(info->Name->Data());
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if (utf8dev) {
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WAVEFORMATEXTENSIBLE fmt;
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SDL_AudioSpec spec;
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SDL_zero(spec);
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Platform::Object ^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat);
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if (obj) {
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IPropertyValue ^ property = (IPropertyValue ^) obj;
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Platform::Array<unsigned char> ^ data;
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property->GetUInt8Array(&data);
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SDL_memcpy(&fmt, data->Data, SDL_min(data->Length, sizeof(WAVEFORMATEXTENSIBLE)));
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} else {
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WAVEFORMATEXTENSIBLE fmt;
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SDL_zero(fmt);
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SDL_memcpy(&fmt, data->Data, SDL_min(data->Length, sizeof(WAVEFORMATEXTENSIBLE)));
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spec.channels = (Uint8)fmt->Format.nChannels;
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spec.freq = fmt->Format.nSamplesPerSec;
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spec.format = SDL_WaveFormatExToSDLFormat((WAVEFORMATEX *)fmt);
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}
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WASAPI_AddDevice(this->iscapture, utf8dev, &fmt, info->Id->Data());
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LPWSTR devid = SDL_wcsdup(devid);
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if (devid) {
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SDL_AddAudioDevice(this->iscapture, utf8dev, spec.channels ? &spec : NULL, devid);
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}
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SDL_free(utf8dev);
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}
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}
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@ -164,7 +175,7 @@ void SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher ^ sender, DeviceI
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void SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher ^ sender, DeviceInformationUpdate ^ info)
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{
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SDL_assert(sender == this->watcher);
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WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
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WASAPI_DisconnectDevice(FindWinRTAudioDevice(info->Id->Data()));
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}
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void SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args)
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@ -175,19 +186,30 @@ void SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher ^ sender, Devic
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void SDL_WasapiDeviceEventHandler::OnEnumerationCompleted(DeviceWatcher ^ sender, Platform::Object ^ args)
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{
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SDL_assert(sender == this->watcher);
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SDL_PostSemaphore(this->completed);
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if (this->completed_semaphore) {
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SDL_PostSemaphore(this->completed_semaphore);
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}
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}
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void SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args)
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{
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SDL_assert(!this->iscapture);
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SDL_AtomicAdd(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
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SDL_DefaultAudioDeviceChanged(FindWinRTAudioDevice(args->Id->Data()));
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}
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void SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args)
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{
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SDL_assert(this->iscapture);
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SDL_AtomicAdd(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
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SDL_DefaultAudioDeviceChanged(FindWinRTAudioDevice(args->Id->Data()));
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}
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void SDL_WasapiDeviceEventHandler::WaitForCompletion()
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{
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if (this->completed_semaphore) {
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SDL_WaitSemaphore(this->completed_semaphore);
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SDL_DestroySemaphore(this->completed_semaphore);
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this->completed_semaphore = nullptr;
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}
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}
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static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
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@ -195,54 +217,63 @@ static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
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int WASAPI_PlatformInit(void)
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{
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SDL_AtomicSet(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
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SDL_AtomicSet(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
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return 0;
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}
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void WASAPI_PlatformDeinit(void)
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{
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DevIdList *devidlist;
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DevIdList *next;
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delete playback_device_event_handler;
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playback_device_event_handler = nullptr;
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delete capture_device_event_handler;
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capture_device_event_handler = nullptr;
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for (devidlist = deviceid_list; devidlist; devidlist = next) {
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next = devidlist->next;
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SDL_free(devidlist->str);
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SDL_free(devidlist);
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}
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deviceid_list = NULL;
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}
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void WASAPI_EnumerateEndpoints(void)
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void WASAPI_EnumerateEndpoints(SDL_AudioDevice **default_output, SDL_AudioDevice **default_capture)
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{
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Platform::String ^ defdevid;
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// DeviceWatchers will fire an Added event for each existing device at
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// startup, so we don't need to enumerate them separately before
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// listening for updates.
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playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
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playback_device_event_handler->WaitForCompletion();
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defdevid = MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
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if (defdevid) {
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*default_output = FindWinRTAudioDevice(defdevid->Data());
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}
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capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
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SDL_WaitSemaphore(playback_device_event_handler->completed);
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SDL_WaitSemaphore(capture_device_event_handler->completed);
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capture_device_event_handler->WaitForCompletion();
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defdevid = MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default)
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if (defdevid) {
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*default_capture = FindWinRTAudioDevice(defdevid->Data());
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}
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}
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struct SDL_WasapiActivationHandler : public RuntimeClass<RuntimeClassFlags<ClassicCom>, FtmBase, IActivateAudioInterfaceCompletionHandler>
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class SDL_WasapiActivationHandler : public RuntimeClass<RuntimeClassFlags<ClassicCom>, FtmBase, IActivateAudioInterfaceCompletionHandler>
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{
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SDL_WasapiActivationHandler() : device(nullptr) {}
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STDMETHOD(ActivateCompleted)
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(IActivateAudioInterfaceAsyncOperation *operation);
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SDL_AudioDevice *device;
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public:
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SDL_WasapiActivationHandler() : completion_semaphore(SDL_CreateSemaphore(0)) { SDL_assert(completion_semaphore != NULL); }
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STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
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void WaitForCompletion();
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private:
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SDL_Semaphore *completion_semaphore;
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};
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void SDL_WasapiActivationHandler::WaitForCompletion()
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{
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if (completion_semaphore) {
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SDL_WaitSemaphore(completion_semaphore);
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SDL_DestroySemaphore(completion_semaphore);
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completion_semaphore = NULL;
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}
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}
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HRESULT
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SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
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{
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// Just set a flag, since we're probably in a different thread. We'll pick it up and init everything on our own thread to prevent races.
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SDL_AtomicSet(&device->hidden->just_activated, 1);
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WASAPI_UnrefDevice(device);
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SDL_PostSemaphore(completion_semaphore);
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return S_OK;
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}
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((SDL_WasapiActivationHandler *)handler)->Release();
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}
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int WASAPI_GetDefaultAudioInfo(char **name, SDL_AudioSpec *spec, int iscapture)
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int WASAPI_ActivateDevice(SDL_AudioDevice *device)
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{
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return SDL_Unsupported();
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}
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int WASAPI_ActivateDevice(SDL_AudioDevice *_this, const SDL_bool isrecovery)
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{
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LPCWSTR devid = _this->hidden->devid;
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Platform::String ^ defdevid;
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if (devid == nullptr) {
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defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
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if (defdevid) {
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devid = defdevid->Data();
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}
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}
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SDL_AtomicSet(&_this->hidden->just_activated, 0);
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LPCWSTR devid = (LPCWSTR) device->handle;
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SDL_assert(devid != NULL);
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ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
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if (handler == nullptr) {
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}
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handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
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handler.Get()->device = _this;
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_this->hidden->activation_handler = handler.Get();
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device->hidden->activation_handler = handler.Get();
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WASAPI_RefDevice(_this); /* completion handler will unref it. */
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IActivateAudioInterfaceAsyncOperation *async = nullptr;
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const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
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@ -288,21 +303,11 @@ int WASAPI_ActivateDevice(SDL_AudioDevice *_this, const SDL_bool isrecovery)
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async->Release();
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}
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handler.Get()->Release();
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WASAPI_UnrefDevice(_this);
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return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
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}
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/* Spin until the async operation is complete.
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* If we don't PrepDevice before leaving this function, the bug list gets LONG:
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* - device.spec is not filled with the correct information
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* - The 'obtained' spec will be wrong for ALLOW_CHANGE properties
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* - SDL_AudioStreams will/will not be allocated at the right time
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* - SDL_assert(device->callbackspec.size == device->spec.size) will fail
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* - When the assert is ignored, skipping or a buffer overflow will occur
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*/
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while (!SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
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SDL_Delay(1);
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}
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// !!! FIXME: the problems in SDL2 that needed this to be synchronous are _probably_ solved by SDL3, and this can block indefinitely if a user prompt is shown to get permission to use a microphone.
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handler.WaitForCompletion(); // block here until we have an answer, so this is synchronous to us after all.
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HRESULT activateRes = S_OK;
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IUnknown *iunknown = nullptr;
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@ -314,114 +319,31 @@ int WASAPI_ActivateDevice(SDL_AudioDevice *_this, const SDL_bool isrecovery)
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return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
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}
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iunknown->QueryInterface(IID_PPV_ARGS(&_this->hidden->client));
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if (!_this->hidden->client) {
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iunknown->QueryInterface(IID_PPV_ARGS(&device->hidden->client));
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if (!device->hidden->client) {
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return SDL_SetError("Failed to query WASAPI client interface");
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}
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if (WASAPI_PrepDevice(_this, isrecovery) == -1) {
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if (WASAPI_PrepDevice(device) == -1) {
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return -1;
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}
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return 0;
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}
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void WASAPI_PlatformThreadInit(SDL_AudioDevice *_this)
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void WASAPI_PlatformThreadInit(SDL_AudioDevice *device)
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{
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// !!! FIXME: set this thread to "Pro Audio" priority.
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}
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void WASAPI_PlatformThreadDeinit(SDL_AudioDevice *_this)
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void WASAPI_PlatformThreadDeinit(SDL_AudioDevice *device)
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{
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// !!! FIXME: set this thread to "Pro Audio" priority.
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}
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/* Everything below was copied from SDL_wasapi.c, before it got moved to SDL_immdevice.c! */
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static const GUID SDL_KSDATAFORMAT_SUBTYPE_PCM = { 0x00000001, 0x0000, 0x0010, { 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
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static const GUID SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT = { 0x00000003, 0x0000, 0x0010, { 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
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extern "C" SDL_AudioFormat
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WaveFormatToSDLFormat(WAVEFORMATEX *waveformat)
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void WASAPI_PlatformFreeDeviceHandle(SDL_AudioDevice *device)
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{
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if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
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return SDL_AUDIO_F32SYS;
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} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) {
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return SDL_AUDIO_S16SYS;
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} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) {
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return SDL_AUDIO_S32SYS;
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} else if (waveformat->wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
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const WAVEFORMATEXTENSIBLE *ext = (const WAVEFORMATEXTENSIBLE *)waveformat;
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if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
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return SDL_AUDIO_F32SYS;
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} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 16)) {
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return SDL_AUDIO_S16SYS;
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} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
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return SDL_AUDIO_S32SYS;
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}
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}
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return 0;
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}
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static void WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid)
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{
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DevIdList *i;
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DevIdList *next;
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DevIdList *prev = NULL;
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for (i = deviceid_list; i; i = next) {
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next = i->next;
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if (SDL_wcscmp(i->str, devid) == 0) {
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if (prev) {
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prev->next = next;
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} else {
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deviceid_list = next;
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}
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SDL_RemoveAudioDevice(iscapture, i->str);
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SDL_free(i->str);
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SDL_free(i);
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} else {
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prev = i;
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}
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}
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}
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static void WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid)
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{
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DevIdList *devidlist;
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SDL_AudioSpec spec;
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/* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever).
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In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for
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phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be
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available and switch automatically. (!!! FIXME...?) */
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/* see if we already have this one. */
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for (devidlist = deviceid_list; devidlist; devidlist = devidlist->next) {
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if (SDL_wcscmp(devidlist->str, devid) == 0) {
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return; /* we already have this. */
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}
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}
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devidlist = (DevIdList *)SDL_malloc(sizeof(*devidlist));
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if (devidlist == NULL) {
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return; /* oh well. */
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}
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devid = SDL_wcsdup(devid);
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if (!devid) {
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SDL_free(devidlist);
|
||||
return; /* oh well. */
|
||||
}
|
||||
|
||||
devidlist->str = (WCHAR *)devid;
|
||||
devidlist->next = deviceid_list;
|
||||
deviceid_list = devidlist;
|
||||
|
||||
SDL_zero(spec);
|
||||
spec.channels = (Uint8)fmt->Format.nChannels;
|
||||
spec.freq = fmt->Format.nSamplesPerSec;
|
||||
spec.format = WaveFormatToSDLFormat((WAVEFORMATEX *)fmt);
|
||||
SDL_AddAudioDevice(iscapture, devname, &spec, (void *)devid);
|
||||
SDL_free(device->handle);
|
||||
}
|
||||
|
||||
#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue