| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360 |
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_internal.h"
- // This is C++/CX code that the WinRT port uses to talk to WASAPI-related
- // system APIs. The C implementation of these functions, for non-WinRT apps,
- // is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
- // Windows and WinRT builds to deal with audio and calls into these functions.
- #if defined(SDL_AUDIO_DRIVER_WASAPI) && defined(SDL_PLATFORM_WINRT)
- #include <Windows.h>
- #include <windows.ui.core.h>
- #include <windows.devices.enumeration.h>
- #include <windows.media.devices.h>
- #include <wrl/implements.h>
- #include <collection.h>
- extern "C" {
- #include "../../core/windows/SDL_windows.h"
- #include "../SDL_sysaudio.h"
- }
- #define COBJMACROS
- #include <mmdeviceapi.h>
- #include <audioclient.h>
- #include "SDL_wasapi.h"
- using namespace Windows::Devices::Enumeration;
- using namespace Windows::Media::Devices;
- using namespace Windows::Foundation;
- using namespace Microsoft::WRL;
- static Platform::String ^ SDL_PKEY_AudioEngine_DeviceFormat = L"{f19f064d-082c-4e27-bc73-6882a1bb8e4c} 0";
- static SDL_bool FindWinRTAudioDeviceCallback(SDL_AudioDevice *device, void *userdata)
- {
- return (SDL_wcscmp((LPCWSTR) device->handle, (LPCWSTR) userdata) == 0);
- }
- static SDL_AudioDevice *FindWinRTAudioDevice(LPCWSTR devid)
- {
- return SDL_FindPhysicalAudioDeviceByCallback(FindWinRTAudioDeviceCallback, (void *) devid);
- }
- class SDL_WasapiDeviceEventHandler
- {
- public:
- SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
- ~SDL_WasapiDeviceEventHandler();
- void OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ args);
- void OnDeviceRemoved(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args);
- void OnDeviceUpdated(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args);
- void OnEnumerationCompleted(DeviceWatcher ^ sender, Platform::Object ^ args);
- void OnDefaultRenderDeviceChanged(Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args);
- void OnDefaultCaptureDeviceChanged(Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args);
- void WaitForCompletion();
- private:
- SDL_Semaphore *completed_semaphore;
- const SDL_bool iscapture;
- DeviceWatcher ^ watcher;
- Windows::Foundation::EventRegistrationToken added_handler;
- Windows::Foundation::EventRegistrationToken removed_handler;
- Windows::Foundation::EventRegistrationToken updated_handler;
- Windows::Foundation::EventRegistrationToken completed_handler;
- Windows::Foundation::EventRegistrationToken default_changed_handler;
- };
- SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
- : iscapture(_iscapture), completed_semaphore(SDL_CreateSemaphore(0))
- {
- if (!completed_semaphore) {
- return; // uhoh.
- }
- Platform::String ^ selector = _iscapture ? MediaDevice::GetAudioCaptureSelector() : MediaDevice::GetAudioRenderSelector();
- Platform::Collections::Vector<Platform::String ^> properties;
- properties.Append(SDL_PKEY_AudioEngine_DeviceFormat);
- watcher = DeviceInformation::CreateWatcher(selector, properties.GetView());
- if (!watcher)
- return; // uhoh.
- // !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
- added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformation ^>([this](DeviceWatcher ^ sender, DeviceInformation ^ args) { OnDeviceAdded(sender, args); });
- removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformationUpdate ^>([this](DeviceWatcher ^ sender, DeviceInformationUpdate ^ args) { OnDeviceRemoved(sender, args); });
- updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher ^, DeviceInformationUpdate ^>([this](DeviceWatcher ^ sender, DeviceInformationUpdate ^ args) { OnDeviceUpdated(sender, args); });
- completed_handler = watcher->EnumerationCompleted += ref new TypedEventHandler<DeviceWatcher ^, Platform::Object ^>([this](DeviceWatcher ^ sender, Platform::Object ^ args) { OnEnumerationCompleted(sender, args); });
- if (iscapture) {
- default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object ^, DefaultAudioCaptureDeviceChangedEventArgs ^>([this](Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args) { OnDefaultCaptureDeviceChanged(sender, args); });
- } else {
- default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object ^, DefaultAudioRenderDeviceChangedEventArgs ^>([this](Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args) { OnDefaultRenderDeviceChanged(sender, args); });
- }
- watcher->Start();
- }
- SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
- {
- if (watcher) {
- watcher->Added -= added_handler;
- watcher->Removed -= removed_handler;
- watcher->Updated -= updated_handler;
- watcher->EnumerationCompleted -= completed_handler;
- watcher->Stop();
- watcher = nullptr;
- }
- if (completed_semaphore) {
- SDL_DestroySemaphore(completed_semaphore);
- completed_semaphore = nullptr;
- }
- if (iscapture) {
- MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
- } else {
- MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
- }
- }
- void SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ info)
- {
- /* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever).
- In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for
- phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be
- available and switch automatically. (!!! FIXME...?) */
- SDL_assert(sender == this->watcher);
- char *utf8dev = WIN_StringToUTF8(info->Name->Data());
- if (utf8dev) {
- SDL_AudioSpec spec;
- SDL_zero(spec);
- Platform::Object ^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat);
- if (obj) {
- IPropertyValue ^ property = (IPropertyValue ^) obj;
- Platform::Array<unsigned char> ^ data;
- property->GetUInt8Array(&data);
- WAVEFORMATEXTENSIBLE fmt;
- SDL_zero(fmt);
- SDL_memcpy(&fmt, data->Data, SDL_min(data->Length, sizeof(WAVEFORMATEXTENSIBLE)));
- spec.channels = (Uint8)fmt.Format.nChannels;
- spec.freq = fmt.Format.nSamplesPerSec;
- spec.format = SDL_WaveFormatExToSDLFormat((WAVEFORMATEX *)&fmt);
- }
- LPWSTR devid = SDL_wcsdup(info->Id->Data());
- if (devid) {
- SDL_AddAudioDevice(this->iscapture, utf8dev, spec.channels ? &spec : NULL, devid);
- }
- SDL_free(utf8dev);
- }
- }
- void SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher ^ sender, DeviceInformationUpdate ^ info)
- {
- SDL_assert(sender == this->watcher);
- WASAPI_DisconnectDevice(FindWinRTAudioDevice(info->Id->Data()));
- }
- void SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher ^ sender, DeviceInformationUpdate ^ args)
- {
- SDL_assert(sender == this->watcher);
- }
- void SDL_WasapiDeviceEventHandler::OnEnumerationCompleted(DeviceWatcher ^ sender, Platform::Object ^ args)
- {
- SDL_assert(sender == this->watcher);
- if (this->completed_semaphore) {
- SDL_PostSemaphore(this->completed_semaphore);
- }
- }
- void SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object ^ sender, DefaultAudioRenderDeviceChangedEventArgs ^ args)
- {
- SDL_assert(!this->iscapture);
- SDL_DefaultAudioDeviceChanged(FindWinRTAudioDevice(args->Id->Data()));
- }
- void SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args)
- {
- SDL_assert(this->iscapture);
- SDL_DefaultAudioDeviceChanged(FindWinRTAudioDevice(args->Id->Data()));
- }
- void SDL_WasapiDeviceEventHandler::WaitForCompletion()
- {
- if (this->completed_semaphore) {
- SDL_WaitSemaphore(this->completed_semaphore);
- SDL_DestroySemaphore(this->completed_semaphore);
- this->completed_semaphore = nullptr;
- }
- }
- static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
- static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
- int WASAPI_PlatformInit(void)
- {
- return 0;
- }
- static void StopWasapiHotplug(void)
- {
- delete playback_device_event_handler;
- playback_device_event_handler = nullptr;
- delete capture_device_event_handler;
- capture_device_event_handler = nullptr;
- }
- void WASAPI_PlatformDeinit(void)
- {
- StopWasapiHotplug();
- }
- void WASAPI_PlatformDeinitializeStart(void)
- {
- StopWasapiHotplug();
- }
- void WASAPI_EnumerateEndpoints(SDL_AudioDevice **default_output, SDL_AudioDevice **default_capture)
- {
- Platform::String ^ defdevid;
- // DeviceWatchers will fire an Added event for each existing device at
- // startup, so we don't need to enumerate them separately before
- // listening for updates.
- playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
- playback_device_event_handler->WaitForCompletion();
- defdevid = MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
- if (defdevid) {
- *default_output = FindWinRTAudioDevice(defdevid->Data());
- }
- capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
- capture_device_event_handler->WaitForCompletion();
- defdevid = MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default);
- if (defdevid) {
- *default_capture = FindWinRTAudioDevice(defdevid->Data());
- }
- }
- class SDL_WasapiActivationHandler : public RuntimeClass<RuntimeClassFlags<ClassicCom>, FtmBase, IActivateAudioInterfaceCompletionHandler>
- {
- public:
- SDL_WasapiActivationHandler() : completion_semaphore(SDL_CreateSemaphore(0)) { SDL_assert(completion_semaphore != NULL); }
- STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
- void WaitForCompletion();
- private:
- SDL_Semaphore *completion_semaphore;
- };
- void SDL_WasapiActivationHandler::WaitForCompletion()
- {
- if (completion_semaphore) {
- SDL_WaitSemaphore(completion_semaphore);
- SDL_DestroySemaphore(completion_semaphore);
- completion_semaphore = NULL;
- }
- }
- HRESULT
- SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
- {
- // 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.
- SDL_PostSemaphore(completion_semaphore);
- return S_OK;
- }
- void WASAPI_PlatformDeleteActivationHandler(void *handler)
- {
- ((SDL_WasapiActivationHandler *)handler)->Release();
- }
- int WASAPI_ActivateDevice(SDL_AudioDevice *device)
- {
- LPCWSTR devid = (LPCWSTR) device->handle;
- SDL_assert(devid != NULL);
- ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
- if (handler == nullptr) {
- return SDL_SetError("Failed to allocate WASAPI activation handler");
- }
- handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
- device->hidden->activation_handler = handler.Get();
- IActivateAudioInterfaceAsyncOperation *async = nullptr;
- const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
- if (FAILED(ret) || async == nullptr) {
- if (async != nullptr) {
- async->Release();
- }
- handler.Get()->Release();
- return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
- }
- // !!! 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.
- handler.Get()->WaitForCompletion(); // block here until we have an answer, so this is synchronous to us after all.
- HRESULT activateRes = S_OK;
- IUnknown *iunknown = nullptr;
- const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
- async->Release();
- if (FAILED(getActivateRes)) {
- return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
- } else if (FAILED(activateRes)) {
- return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
- }
- iunknown->QueryInterface(IID_PPV_ARGS(&device->hidden->client));
- if (!device->hidden->client) {
- return SDL_SetError("Failed to query WASAPI client interface");
- }
- if (WASAPI_PrepDevice(device) == -1) {
- return -1;
- }
- return 0;
- }
- void WASAPI_PlatformThreadInit(SDL_AudioDevice *device)
- {
- // !!! FIXME: set this thread to "Pro Audio" priority.
- SDL_SetThreadPriority(device->iscapture ? SDL_THREAD_PRIORITY_HIGH : SDL_THREAD_PRIORITY_TIME_CRITICAL);
- }
- void WASAPI_PlatformThreadDeinit(SDL_AudioDevice *device)
- {
- // !!! FIXME: set this thread to "Pro Audio" priority.
- }
- void WASAPI_PlatformFreeDeviceHandle(SDL_AudioDevice *device)
- {
- SDL_free(device->handle);
- }
- #endif // SDL_AUDIO_DRIVER_WASAPI && defined(SDL_PLATFORM_WINRT)
|