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632 lines
22 KiB
C
632 lines
22 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 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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#if SDL_AUDIO_DRIVER_WASAPI
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#include "../../core/windows/SDL_windows.h"
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#include "../../core/windows/SDL_immdevice.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_sysaudio.h"
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#define COBJMACROS
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#include <audioclient.h>
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#include "SDL_wasapi.h"
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/* These constants aren't available in older SDKs */
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#ifndef AUDCLNT_STREAMFLAGS_RATEADJUST
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#define AUDCLNT_STREAMFLAGS_RATEADJUST 0x00100000
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#endif
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#ifndef AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY
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#define AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY 0x08000000
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#endif
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#ifndef AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM
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#define AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM 0x80000000
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#endif
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/* Some GUIDs we need to know without linking to libraries that aren't available before Vista. */
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static const IID SDL_IID_IAudioRenderClient = { 0xf294acfc, 0x3146, 0x4483,{ 0xa7, 0xbf, 0xad, 0xdc, 0xa7, 0xc2, 0x60, 0xe2 } };
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static const IID SDL_IID_IAudioCaptureClient = { 0xc8adbd64, 0xe71e, 0x48a0,{ 0xa4, 0xde, 0x18, 0x5c, 0x39, 0x5c, 0xd3, 0x17 } };
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static void
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WASAPI_DetectDevices(void)
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{
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WASAPI_EnumerateEndpoints();
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}
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static SDL_INLINE SDL_bool
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WasapiFailed(_THIS, const HRESULT err)
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{
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if (err == S_OK) {
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return SDL_FALSE;
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}
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if (err == AUDCLNT_E_DEVICE_INVALIDATED) {
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this->hidden->device_lost = SDL_TRUE;
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} else if (SDL_AtomicGet(&this->enabled)) {
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IAudioClient_Stop(this->hidden->client);
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SDL_OpenedAudioDeviceDisconnected(this);
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SDL_assert(!SDL_AtomicGet(&this->enabled));
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}
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return SDL_TRUE;
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}
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static int
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UpdateAudioStream(_THIS, const SDL_AudioSpec *oldspec)
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{
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/* Since WASAPI requires us to handle all audio conversion, and our
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device format might have changed, we might have to add/remove/change
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the audio stream that the higher level uses to convert data, so
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SDL keeps firing the callback as if nothing happened here. */
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if ( (this->callbackspec.channels == this->spec.channels) &&
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(this->callbackspec.format == this->spec.format) &&
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(this->callbackspec.freq == this->spec.freq) &&
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(this->callbackspec.samples == this->spec.samples) ) {
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/* no need to buffer/convert in an AudioStream! */
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SDL_FreeAudioStream(this->stream);
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this->stream = NULL;
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} else if ( (oldspec->channels == this->spec.channels) &&
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(oldspec->format == this->spec.format) &&
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(oldspec->freq == this->spec.freq) ) {
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/* The existing audio stream is okay to keep using. */
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} else {
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/* replace the audiostream for new format */
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SDL_FreeAudioStream(this->stream);
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if (this->iscapture) {
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this->stream = SDL_NewAudioStream(this->spec.format,
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this->spec.channels, this->spec.freq,
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this->callbackspec.format,
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this->callbackspec.channels,
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this->callbackspec.freq);
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} else {
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this->stream = SDL_NewAudioStream(this->callbackspec.format,
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this->callbackspec.channels,
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this->callbackspec.freq, this->spec.format,
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this->spec.channels, this->spec.freq);
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}
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if (!this->stream) {
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return -1; /* SDL_NewAudioStream should have called SDL_SetError. */
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}
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}
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/* make sure our scratch buffer can cover the new device spec. */
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if (this->spec.size > this->work_buffer_len) {
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Uint8 *ptr = (Uint8 *) SDL_realloc(this->work_buffer, this->spec.size);
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if (ptr == NULL) {
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return SDL_OutOfMemory();
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}
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this->work_buffer = ptr;
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this->work_buffer_len = this->spec.size;
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}
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return 0;
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}
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static void ReleaseWasapiDevice(_THIS);
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static SDL_bool
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RecoverWasapiDevice(_THIS)
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{
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ReleaseWasapiDevice(this); /* dump the lost device's handles. */
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if (this->hidden->default_device_generation) {
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this->hidden->default_device_generation = SDL_AtomicGet(this->iscapture ? &SDL_IMMDevice_DefaultCaptureGeneration : &SDL_IMMDevice_DefaultPlaybackGeneration);
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}
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/* this can fail for lots of reasons, but the most likely is we had a
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non-default device that was disconnected, so we can't recover. Default
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devices try to reinitialize whatever the new default is, so it's more
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likely to carry on here, but this handles a non-default device that
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simply had its format changed in the Windows Control Panel. */
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if (WASAPI_ActivateDevice(this, SDL_TRUE) == -1) {
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SDL_OpenedAudioDeviceDisconnected(this);
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return SDL_FALSE;
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}
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this->hidden->device_lost = SDL_FALSE;
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return SDL_TRUE; /* okay, carry on with new device details! */
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}
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static SDL_bool
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RecoverWasapiIfLost(_THIS)
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{
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const int generation = this->hidden->default_device_generation;
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SDL_bool lost = this->hidden->device_lost;
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if (!SDL_AtomicGet(&this->enabled)) {
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return SDL_FALSE; /* already failed. */
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}
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if (!this->hidden->client) {
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return SDL_TRUE; /* still waiting for activation. */
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}
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if (!lost && (generation > 0)) { /* is a default device? */
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const int newgen = SDL_AtomicGet(this->iscapture ? &SDL_IMMDevice_DefaultCaptureGeneration : &SDL_IMMDevice_DefaultPlaybackGeneration);
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if (generation != newgen) { /* the desired default device was changed, jump over to it. */
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lost = SDL_TRUE;
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}
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}
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return lost ? RecoverWasapiDevice(this) : SDL_TRUE;
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}
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static Uint8 *
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WASAPI_GetDeviceBuf(_THIS)
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{
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/* get an endpoint buffer from WASAPI. */
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BYTE *buffer = NULL;
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while (RecoverWasapiIfLost(this) && this->hidden->render) {
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if (!WasapiFailed(this, IAudioRenderClient_GetBuffer(this->hidden->render, this->spec.samples, &buffer))) {
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return (Uint8 *) buffer;
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}
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SDL_assert(buffer == NULL);
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}
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return (Uint8 *) buffer;
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}
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static void
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WASAPI_PlayDevice(_THIS)
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{
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if (this->hidden->render != NULL) { /* definitely activated? */
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/* WasapiFailed() will mark the device for reacquisition or removal elsewhere. */
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WasapiFailed(this, IAudioRenderClient_ReleaseBuffer(this->hidden->render, this->spec.samples, 0));
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}
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}
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static void
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WASAPI_WaitDevice(_THIS)
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{
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while (RecoverWasapiIfLost(this) && this->hidden->client && this->hidden->event) {
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DWORD waitResult = WaitForSingleObjectEx(this->hidden->event, 200, FALSE);
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if (waitResult == WAIT_OBJECT_0) {
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const UINT32 maxpadding = this->spec.samples;
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UINT32 padding = 0;
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if (!WasapiFailed(this, IAudioClient_GetCurrentPadding(this->hidden->client, &padding))) {
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/*SDL_Log("WASAPI EVENT! padding=%u maxpadding=%u", (unsigned int)padding, (unsigned int)maxpadding);*/
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if (this->iscapture) {
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if (padding > 0) {
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break;
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}
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} else {
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if (padding <= maxpadding) {
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break;
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}
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}
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}
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} else if (waitResult != WAIT_TIMEOUT) {
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/*SDL_Log("WASAPI FAILED EVENT!");*/
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IAudioClient_Stop(this->hidden->client);
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SDL_OpenedAudioDeviceDisconnected(this);
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}
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}
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}
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static int
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WASAPI_CaptureFromDevice(_THIS, void *buffer, int buflen)
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{
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SDL_AudioStream *stream = this->hidden->capturestream;
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const int avail = SDL_AudioStreamAvailable(stream);
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if (avail > 0) {
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const int cpy = SDL_min(buflen, avail);
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SDL_AudioStreamGet(stream, buffer, cpy);
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return cpy;
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}
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while (RecoverWasapiIfLost(this)) {
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HRESULT ret;
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BYTE *ptr = NULL;
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UINT32 frames = 0;
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DWORD flags = 0;
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/* uhoh, client isn't activated yet, just return silence. */
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if (!this->hidden->capture) {
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/* Delay so we run at about the speed that audio would be arriving. */
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SDL_Delay(((this->spec.samples * 1000) / this->spec.freq));
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SDL_memset(buffer, this->spec.silence, buflen);
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return buflen;
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}
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ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL);
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if (ret != AUDCLNT_S_BUFFER_EMPTY) {
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WasapiFailed(this, ret); /* mark device lost/failed if necessary. */
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}
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if ((ret == AUDCLNT_S_BUFFER_EMPTY) || !frames) {
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WASAPI_WaitDevice(this);
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} else if (ret == S_OK) {
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const int total = ((int) frames) * this->hidden->framesize;
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const int cpy = SDL_min(buflen, total);
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const int leftover = total - cpy;
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const SDL_bool silent = (flags & AUDCLNT_BUFFERFLAGS_SILENT) ? SDL_TRUE : SDL_FALSE;
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if (silent) {
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SDL_memset(buffer, this->spec.silence, cpy);
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} else {
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SDL_memcpy(buffer, ptr, cpy);
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}
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if (leftover > 0) {
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ptr += cpy;
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if (silent) {
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SDL_memset(ptr, this->spec.silence, leftover); /* I guess this is safe? */
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}
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if (SDL_AudioStreamPut(stream, ptr, leftover) == -1) {
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return -1; /* uhoh, out of memory, etc. Kill device. :( */
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}
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}
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ret = IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames);
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WasapiFailed(this, ret); /* mark device lost/failed if necessary. */
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return cpy;
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}
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}
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return -1; /* unrecoverable error. */
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}
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static void
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WASAPI_FlushCapture(_THIS)
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{
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BYTE *ptr = NULL;
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UINT32 frames = 0;
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DWORD flags = 0;
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if (!this->hidden->capture) {
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return; /* not activated yet? */
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}
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/* just read until we stop getting packets, throwing them away. */
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while (SDL_TRUE) {
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const HRESULT ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL);
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if (ret == AUDCLNT_S_BUFFER_EMPTY) {
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break; /* no more buffered data; we're done. */
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} else if (WasapiFailed(this, ret)) {
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break; /* failed for some other reason, abort. */
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} else if (WasapiFailed(this, IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames))) {
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break; /* something broke. */
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}
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}
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SDL_AudioStreamClear(this->hidden->capturestream);
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}
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static void
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ReleaseWasapiDevice(_THIS)
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{
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if (this->hidden->client) {
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IAudioClient_Stop(this->hidden->client);
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IAudioClient_Release(this->hidden->client);
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this->hidden->client = NULL;
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}
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if (this->hidden->render) {
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IAudioRenderClient_Release(this->hidden->render);
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this->hidden->render = NULL;
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}
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if (this->hidden->capture) {
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IAudioCaptureClient_Release(this->hidden->capture);
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this->hidden->capture = NULL;
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}
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if (this->hidden->waveformat) {
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CoTaskMemFree(this->hidden->waveformat);
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this->hidden->waveformat = NULL;
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}
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if (this->hidden->capturestream) {
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SDL_FreeAudioStream(this->hidden->capturestream);
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this->hidden->capturestream = NULL;
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}
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if (this->hidden->activation_handler) {
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WASAPI_PlatformDeleteActivationHandler(this->hidden->activation_handler);
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this->hidden->activation_handler = NULL;
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}
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if (this->hidden->event) {
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CloseHandle(this->hidden->event);
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this->hidden->event = NULL;
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}
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}
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static void
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WASAPI_CloseDevice(_THIS)
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{
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WASAPI_UnrefDevice(this);
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}
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void
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WASAPI_RefDevice(_THIS)
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{
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SDL_AtomicIncRef(&this->hidden->refcount);
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}
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void
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WASAPI_UnrefDevice(_THIS)
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{
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if (!SDL_AtomicDecRef(&this->hidden->refcount)) {
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return;
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}
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/* actual closing happens here. */
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/* don't touch this->hidden->task in here; it has to be reverted from
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our callback thread. We do that in WASAPI_ThreadDeinit().
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(likewise for this->hidden->coinitialized). */
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ReleaseWasapiDevice(this);
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SDL_free(this->hidden->devid);
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SDL_free(this->hidden);
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}
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/* This is called once a device is activated, possibly asynchronously. */
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int
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WASAPI_PrepDevice(_THIS, const SDL_bool updatestream)
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{
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/* !!! FIXME: we could request an exclusive mode stream, which is lower latency;
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!!! it will write into the kernel's audio buffer directly instead of
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!!! shared memory that a user-mode mixer then writes to the kernel with
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!!! everything else. Doing this means any other sound using this device will
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!!! stop playing, including the user's MP3 player and system notification
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!!! sounds. You'd probably need to release the device when the app isn't in
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!!! the foreground, to be a good citizen of the system. It's doable, but it's
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!!! more work and causes some annoyances, and I don't know what the latency
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!!! wins actually look like. Maybe add a hint to force exclusive mode at
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!!! some point. To be sure, defaulting to shared mode is the right thing to
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!!! do in any case. */
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const SDL_AudioSpec oldspec = this->spec;
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const AUDCLNT_SHAREMODE sharemode = AUDCLNT_SHAREMODE_SHARED;
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UINT32 bufsize = 0; /* this is in sample frames, not samples, not bytes. */
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REFERENCE_TIME default_period = 0;
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IAudioClient *client = this->hidden->client;
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IAudioRenderClient *render = NULL;
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IAudioCaptureClient *capture = NULL;
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WAVEFORMATEX *waveformat = NULL;
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SDL_AudioFormat test_format;
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SDL_AudioFormat wasapi_format = 0;
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HRESULT ret = S_OK;
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DWORD streamflags = 0;
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SDL_assert(client != NULL);
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#if defined(__WINRT__) || defined(__GDK__) /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
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this->hidden->event = CreateEventEx(NULL, NULL, 0, EVENT_ALL_ACCESS);
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#else
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this->hidden->event = CreateEventW(NULL, 0, 0, NULL);
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#endif
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if (this->hidden->event == NULL) {
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return WIN_SetError("WASAPI can't create an event handle");
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}
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ret = IAudioClient_GetMixFormat(client, &waveformat);
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if (FAILED(ret)) {
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return WIN_SetErrorFromHRESULT("WASAPI can't determine mix format", ret);
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}
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SDL_assert(waveformat != NULL);
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this->hidden->waveformat = waveformat;
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this->spec.channels = (Uint8) waveformat->nChannels;
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/* Make sure we have a valid format that we can convert to whatever WASAPI wants. */
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wasapi_format = WaveFormatToSDLFormat(waveformat);
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for (test_format = SDL_FirstAudioFormat(this->spec.format); test_format; test_format = SDL_NextAudioFormat()) {
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if (test_format == wasapi_format) {
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this->spec.format = test_format;
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break;
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}
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}
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if (!test_format) {
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return SDL_SetError("%s: Unsupported audio format", "wasapi");
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}
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ret = IAudioClient_GetDevicePeriod(client, &default_period, NULL);
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if (FAILED(ret)) {
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return WIN_SetErrorFromHRESULT("WASAPI can't determine minimum device period", ret);
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}
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/* we've gotten reports that WASAPI's resampler introduces distortions, but in the short term
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it fixes some other WASAPI-specific quirks we haven't quite tracked down.
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Refer to bug #6326 for the immediate concern. */
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#if 0
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this->spec.freq = waveformat->nSamplesPerSec; /* force sampling rate so our resampler kicks in, if necessary. */
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#else
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/* favor WASAPI's resampler over our own */
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if (this->spec.freq != waveformat->nSamplesPerSec) {
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streamflags |= (AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM | AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY);
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waveformat->nSamplesPerSec = this->spec.freq;
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waveformat->nAvgBytesPerSec = waveformat->nSamplesPerSec * waveformat->nChannels * (waveformat->wBitsPerSample / 8);
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}
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#endif
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streamflags |= AUDCLNT_STREAMFLAGS_EVENTCALLBACK;
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ret = IAudioClient_Initialize(client, sharemode, streamflags, 0, 0, waveformat, NULL);
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if (FAILED(ret)) {
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return WIN_SetErrorFromHRESULT("WASAPI can't initialize audio client", ret);
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}
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ret = IAudioClient_SetEventHandle(client, this->hidden->event);
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if (FAILED(ret)) {
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return WIN_SetErrorFromHRESULT("WASAPI can't set event handle", ret);
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}
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ret = IAudioClient_GetBufferSize(client, &bufsize);
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if (FAILED(ret)) {
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return WIN_SetErrorFromHRESULT("WASAPI can't determine buffer size", ret);
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}
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/* Match the callback size to the period size to cut down on the number of
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interrupts waited for in each call to WaitDevice */
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{
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const float period_millis = default_period / 10000.0f;
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const float period_frames = period_millis * this->spec.freq / 1000.0f;
|
|
this->spec.samples = (Uint16)SDL_ceilf(period_frames);
|
|
}
|
|
|
|
/* Update the fragment size as size in bytes */
|
|
SDL_CalculateAudioSpec(&this->spec);
|
|
|
|
this->hidden->framesize = (SDL_AUDIO_BITSIZE(this->spec.format) / 8) * this->spec.channels;
|
|
|
|
if (this->iscapture) {
|
|
this->hidden->capturestream = SDL_NewAudioStream(this->spec.format, this->spec.channels, this->spec.freq, this->spec.format, this->spec.channels, this->spec.freq);
|
|
if (!this->hidden->capturestream) {
|
|
return -1; /* already set SDL_Error */
|
|
}
|
|
|
|
ret = IAudioClient_GetService(client, &SDL_IID_IAudioCaptureClient, (void**) &capture);
|
|
if (FAILED(ret)) {
|
|
return WIN_SetErrorFromHRESULT("WASAPI can't get capture client service", ret);
|
|
}
|
|
|
|
SDL_assert(capture != NULL);
|
|
this->hidden->capture = capture;
|
|
ret = IAudioClient_Start(client);
|
|
if (FAILED(ret)) {
|
|
return WIN_SetErrorFromHRESULT("WASAPI can't start capture", ret);
|
|
}
|
|
|
|
WASAPI_FlushCapture(this); /* MSDN says you should flush capture endpoint right after startup. */
|
|
} else {
|
|
ret = IAudioClient_GetService(client, &SDL_IID_IAudioRenderClient, (void**) &render);
|
|
if (FAILED(ret)) {
|
|
return WIN_SetErrorFromHRESULT("WASAPI can't get render client service", ret);
|
|
}
|
|
|
|
SDL_assert(render != NULL);
|
|
this->hidden->render = render;
|
|
ret = IAudioClient_Start(client);
|
|
if (FAILED(ret)) {
|
|
return WIN_SetErrorFromHRESULT("WASAPI can't start playback", ret);
|
|
}
|
|
}
|
|
|
|
if (updatestream) {
|
|
return UpdateAudioStream(this, &oldspec);
|
|
}
|
|
|
|
return 0; /* good to go. */
|
|
}
|
|
|
|
|
|
static int
|
|
WASAPI_OpenDevice(_THIS, const char *devname)
|
|
{
|
|
LPCWSTR devid = (LPCWSTR) this->handle;
|
|
|
|
/* Initialize all variables that we clean on shutdown */
|
|
this->hidden = (struct SDL_PrivateAudioData *)
|
|
SDL_malloc((sizeof *this->hidden));
|
|
if (this->hidden == NULL) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
SDL_zerop(this->hidden);
|
|
|
|
WASAPI_RefDevice(this); /* so CloseDevice() will unref to zero. */
|
|
|
|
if (!devid) { /* is default device? */
|
|
this->hidden->default_device_generation = SDL_AtomicGet(this->iscapture ? &SDL_IMMDevice_DefaultCaptureGeneration : &SDL_IMMDevice_DefaultPlaybackGeneration);
|
|
} else {
|
|
this->hidden->devid = SDL_wcsdup(devid);
|
|
if (!this->hidden->devid) {
|
|
return SDL_OutOfMemory();
|
|
}
|
|
}
|
|
|
|
if (WASAPI_ActivateDevice(this, SDL_FALSE) == -1) {
|
|
return -1; /* already set error. */
|
|
}
|
|
|
|
/* Ready, but waiting for async device activation.
|
|
Until activation is successful, we will report silence from capture
|
|
devices and ignore data on playback devices.
|
|
Also, since we don't know the _actual_ device format until after
|
|
activation, we let the app have whatever it asks for. We set up
|
|
an SDL_AudioStream to convert, if necessary, once the activation
|
|
completes. */
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
WASAPI_ThreadInit(_THIS)
|
|
{
|
|
WASAPI_PlatformThreadInit(this);
|
|
}
|
|
|
|
static void
|
|
WASAPI_ThreadDeinit(_THIS)
|
|
{
|
|
WASAPI_PlatformThreadDeinit(this);
|
|
}
|
|
|
|
static void
|
|
WASAPI_Deinitialize(void)
|
|
{
|
|
WASAPI_PlatformDeinit();
|
|
}
|
|
|
|
static SDL_bool
|
|
WASAPI_Init(SDL_AudioDriverImpl * impl)
|
|
{
|
|
if (WASAPI_PlatformInit() == -1) {
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
/* Set the function pointers */
|
|
impl->DetectDevices = WASAPI_DetectDevices;
|
|
impl->ThreadInit = WASAPI_ThreadInit;
|
|
impl->ThreadDeinit = WASAPI_ThreadDeinit;
|
|
impl->OpenDevice = WASAPI_OpenDevice;
|
|
impl->PlayDevice = WASAPI_PlayDevice;
|
|
impl->WaitDevice = WASAPI_WaitDevice;
|
|
impl->GetDeviceBuf = WASAPI_GetDeviceBuf;
|
|
impl->CaptureFromDevice = WASAPI_CaptureFromDevice;
|
|
impl->FlushCapture = WASAPI_FlushCapture;
|
|
impl->CloseDevice = WASAPI_CloseDevice;
|
|
impl->Deinitialize = WASAPI_Deinitialize;
|
|
impl->GetDefaultAudioInfo = WASAPI_GetDefaultAudioInfo;
|
|
impl->HasCaptureSupport = SDL_TRUE;
|
|
impl->SupportsNonPow2Samples = SDL_TRUE;
|
|
|
|
return SDL_TRUE; /* this audio target is available. */
|
|
}
|
|
|
|
AudioBootStrap WASAPI_bootstrap = {
|
|
"wasapi", "WASAPI", WASAPI_Init, SDL_FALSE
|
|
};
|
|
|
|
#endif /* SDL_AUDIO_DRIVER_WASAPI */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|