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446 lines
17 KiB
C++
446 lines
17 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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// 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 SDL_AUDIO_DRIVER_WASAPI && defined(__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_audio.h"
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#include "SDL_timer.h"
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#include "../SDL_audio_c.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 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_atomic_t SDL_IMMDevice_DefaultPlaybackGeneration;
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SDL_atomic_t SDL_IMMDevice_DefaultCaptureGeneration;
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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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{
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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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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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SDL_semaphore* completed;
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private:
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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)
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, completed(SDL_CreateSemaphore(0))
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{
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if (!completed)
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return; // uhoh.
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Platform::String^ selector = _iscapture ? MediaDevice::GetAudioCaptureSelector() :
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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) {
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SDL_DestroySemaphore(completed);
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completed = 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
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SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
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{
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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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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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SDL_zero(fmt);
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}
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WASAPI_AddDevice(this->iscapture, utf8dev, &fmt, info->Id->Data());
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SDL_free(utf8dev);
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}
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}
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void
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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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}
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void
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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
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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_SemPost(this->completed);
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}
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void
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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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}
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void
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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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}
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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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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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{
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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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capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
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SDL_SemWait(playback_device_event_handler->completed);
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SDL_SemWait(capture_device_event_handler->completed);
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}
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struct 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)(IActivateAudioInterfaceAsyncOperation *operation);
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SDL_AudioDevice *device;
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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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return S_OK;
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}
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void
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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
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WASAPI_GetDefaultAudioInfo(char **name, SDL_AudioSpec *spec, int iscapture)
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{
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return SDL_Unsupported();
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}
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int
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WASAPI_ActivateDevice(_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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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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handler.Get()->device = _this;
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_this->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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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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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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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(&_this->hidden->client));
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if (!_this->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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return -1;
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}
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return 0;
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}
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void
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WASAPI_PlatformThreadInit(_THIS)
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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
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WASAPI_PlatformThreadDeinit(_THIS)
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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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{
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if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
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return AUDIO_F32SYS;
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} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) {
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return AUDIO_S16SYS;
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} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) {
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return 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 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 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 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
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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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}
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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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}
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prev = i;
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}
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}
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static void
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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) {
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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);
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return; /* oh well. */
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}
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devidlist->str = (WCHAR *)devid;
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devidlist->next = deviceid_list;
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deviceid_list = devidlist;
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SDL_zero(spec);
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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 = WaveFormatToSDLFormat((WAVEFORMATEX *)fmt);
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SDL_AddAudioDevice(iscapture, devname, &spec, (void *)devid);
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}
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#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
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/* vi: set ts=4 sw=4 expandtab: */
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