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360 lines
14 KiB
C++
360 lines
14 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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// This is C++/CX code that the WinRT port uses to talk to WASAPI-related
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// system APIs. The C implementation of these functions, for non-WinRT apps,
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// is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
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// Windows and WinRT builds to deal with audio and calls into these functions.
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#if defined(SDL_AUDIO_DRIVER_WASAPI) && defined(SDL_PLATFORM_WINRT)
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#include <Windows.h>
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#include <windows.ui.core.h>
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#include <windows.devices.enumeration.h>
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#include <windows.media.devices.h>
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#include <wrl/implements.h>
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#include <collection.h>
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extern "C" {
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#include "../../core/windows/SDL_windows.h"
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#include "../SDL_sysaudio.h"
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}
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#define COBJMACROS
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#include <mmdeviceapi.h>
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#include <audioclient.h>
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#include "SDL_wasapi.h"
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using namespace Windows::Devices::Enumeration;
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using namespace Windows::Media::Devices;
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using namespace Windows::Foundation;
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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 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);
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}
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static SDL_AudioDevice *FindWinRTAudioDevice(LPCWSTR devid)
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{
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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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public:
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SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
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~SDL_WasapiDeviceEventHandler();
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void OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ args);
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void OnDeviceRemoved(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args);
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void OnDeviceUpdated(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args);
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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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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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Windows::Foundation::EventRegistrationToken removed_handler;
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Windows::Foundation::EventRegistrationToken updated_handler;
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Windows::Foundation::EventRegistrationToken completed_handler;
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Windows::Foundation::EventRegistrationToken default_changed_handler;
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};
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SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
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: iscapture(_iscapture), completed_semaphore(SDL_CreateSemaphore(0))
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{
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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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properties.Append(SDL_PKEY_AudioEngine_DeviceFormat);
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watcher = DeviceInformation::CreateWatcher(selector, properties.GetView());
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if (!watcher)
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return; // uhoh.
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// !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
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added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformation ^>([this](DeviceWatcher ^ sender, DeviceInformation ^ args) { OnDeviceAdded(sender, args); });
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removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformationUpdate ^>([this](DeviceWatcher ^ sender, DeviceInformationUpdate ^ args) { OnDeviceRemoved(sender, args); });
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updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformationUpdate ^>([this](DeviceWatcher ^ sender, DeviceInformationUpdate ^ args) { OnDeviceUpdated(sender, args); });
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completed_handler = watcher->EnumerationCompleted += ref new TypedEventHandler<DeviceWatcher ^, Platform::Object ^>([this](DeviceWatcher ^ sender, Platform::Object ^ args) { OnEnumerationCompleted(sender, args); });
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if (iscapture) {
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default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object ^, DefaultAudioCaptureDeviceChangedEventArgs ^>([this](Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args) { OnDefaultCaptureDeviceChanged(sender, args); });
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} else {
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default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object ^, DefaultAudioRenderDeviceChangedEventArgs ^>([this](Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args) { OnDefaultRenderDeviceChanged(sender, args); });
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}
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watcher->Start();
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}
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SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
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{
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if (watcher) {
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watcher->Added -= added_handler;
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watcher->Removed -= removed_handler;
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watcher->Updated -= updated_handler;
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watcher->EnumerationCompleted -= completed_handler;
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watcher->Stop();
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watcher = nullptr;
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}
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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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MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
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} else {
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MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
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}
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}
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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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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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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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LPWSTR devid = SDL_wcsdup(info->Id->Data());
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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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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_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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{
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SDL_assert(sender == this->watcher);
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}
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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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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_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_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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static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
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int WASAPI_PlatformInit(void)
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{
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return 0;
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}
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static void StopWasapiHotplug(void)
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{
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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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}
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void WASAPI_PlatformDeinit(void)
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{
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StopWasapiHotplug();
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}
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void WASAPI_PlatformDeinitializeStart(void)
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{
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StopWasapiHotplug();
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}
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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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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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class SDL_WasapiActivationHandler : public RuntimeClass<RuntimeClassFlags<ClassicCom>, FtmBase, IActivateAudioInterfaceCompletionHandler>
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{
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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_PostSemaphore(completion_semaphore);
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return S_OK;
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}
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void WASAPI_PlatformDeleteActivationHandler(void *handler)
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{
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((SDL_WasapiActivationHandler *)handler)->Release();
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}
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int WASAPI_ActivateDevice(SDL_AudioDevice *device)
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{
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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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return SDL_SetError("Failed to allocate WASAPI activation handler");
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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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device->hidden->activation_handler = handler.Get();
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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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if (FAILED(ret) || async == nullptr) {
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if (async != nullptr) {
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async->Release();
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}
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handler.Get()->Release();
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return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
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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.Get()->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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const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
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async->Release();
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if (FAILED(getActivateRes)) {
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return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
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} else if (FAILED(activateRes)) {
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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(&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(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 *device)
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{
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// !!! FIXME: set this thread to "Pro Audio" priority.
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SDL_SetThreadPriority(device->iscapture ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
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}
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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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void WASAPI_PlatformFreeDeviceHandle(SDL_AudioDevice *device)
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{
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SDL_free(device->handle);
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}
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#endif // SDL_AUDIO_DRIVER_WASAPI && defined(SDL_PLATFORM_WINRT)
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