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authorBenjamin Armstrong <ben@avsoftlabs.com>2021-11-12 00:18:49 +1100
committerBenjamin Armstrong <ben@avsoftlabs.com>2021-11-16 10:41:30 +1100
commit21e244773b7828243e6d2979bbba641970ddf931 (patch)
treea262aaee7f7a232619a737c47fae1fee143724e9 /drivers/wasapi/audio_driver_wasapi.cpp
parent1aa3c8419b2405d81d04f4fb3ac142fcd355de85 (diff)
Fix crash in audio callback when recording audio
Diffstat (limited to 'drivers/wasapi/audio_driver_wasapi.cpp')
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp19
1 files changed, 11 insertions, 8 deletions
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index 520d4808fb..403feb149e 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -387,14 +387,17 @@ Error AudioDriverWASAPI::audio_device_init(AudioDeviceWASAPI *p_device, bool p_c
ERR_FAIL_COND_V(hr != S_OK, ERR_CANT_OPEN);
// Due to WASAPI Shared Mode we have no control of the buffer size
- buffer_frames = max_frames;
-
- int64_t latency = 0;
- audio_output.audio_client->GetStreamLatency(&latency);
- // WASAPI REFERENCE_TIME units are 100 nanoseconds per unit
- // https://docs.microsoft.com/en-us/windows/win32/directshow/reference-time
- // Convert REFTIME to seconds as godot uses for latency
- real_latency = (float)latency / (float)REFTIMES_PER_SEC;
+ if (!p_capture) {
+ buffer_frames = max_frames;
+
+ int64_t latency = 0;
+ audio_output.audio_client->GetStreamLatency(&latency);
+ // WASAPI REFERENCE_TIME units are 100 nanoseconds per unit
+ // https://docs.microsoft.com/en-us/windows/win32/directshow/reference-time
+ // Convert REFTIME to seconds as godot uses for latency
+ real_latency = (float)latency / (float)REFTIMES_PER_SEC;
+ }
+
} else {
IAudioClient3 *device_audio_client_3 = (IAudioClient3 *)p_device->audio_client;