/*************************************************************************/ /* audio_driver_wasapi.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef AUDIO_DRIVER_WASAPI_H #define AUDIO_DRIVER_WASAPI_H #ifdef WASAPI_ENABLED #include "core/os/mutex.h" #include "core/os/thread.h" #include "servers/audio_server.h" #include #include #define WIN32_LEAN_AND_MEAN #include class AudioDriverWASAPI : public AudioDriver { class AudioDeviceWASAPI { public: IAudioClient *audio_client = nullptr; IAudioRenderClient *render_client = nullptr; IAudioCaptureClient *capture_client = nullptr; bool active = false; WORD format_tag = 0; WORD bits_per_sample = 0; unsigned int channels = 0; unsigned int frame_size = 0; String device_name = "Default"; String new_device = "Default"; AudioDeviceWASAPI() {} }; AudioDeviceWASAPI audio_input; AudioDeviceWASAPI audio_output; Mutex mutex; Thread thread; Vector samples_in; unsigned int channels = 0; int mix_rate = 0; int buffer_frames = 0; int target_latency_ms = 0; float real_latency = 0.0; bool using_audio_client_3 = false; bool thread_exited = false; mutable bool exit_thread = false; static _FORCE_INLINE_ void write_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i, int32_t sample); static _FORCE_INLINE_ int32_t read_sample(WORD format_tag, int bits_per_sample, BYTE *buffer, int i); static void thread_func(void *p_udata); Error init_render_device(bool reinit = false); Error init_capture_device(bool reinit = false); Error finish_render_device(); Error finish_capture_device(); Error audio_device_init(AudioDeviceWASAPI *p_device, bool p_capture, bool reinit); Error audio_device_finish(AudioDeviceWASAPI *p_device); PackedStringArray audio_device_get_list(bool p_capture); public: virtual const char *get_name() const { return "WASAPI"; } virtual Error init(); virtual void start(); virtual int get_mix_rate() const; virtual float get_latency(); virtual SpeakerMode get_speaker_mode() const; virtual PackedStringArray get_device_list(); virtual String get_device(); virtual void set_device(String device); virtual void lock(); virtual void unlock(); virtual void finish(); virtual Error capture_start(); virtual Error capture_stop(); virtual PackedStringArray capture_get_device_list(); virtual void capture_set_device(const String &p_name); virtual String capture_get_device(); AudioDriverWASAPI(); }; #endif // WASAPI_ENABLED #endif // AUDIO_DRIVER_WASAPI_H