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Diffstat (limited to 'Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c')
-rw-r--r--Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c785
1 files changed, 785 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c b/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c
new file mode 100644
index 0000000..f517539
--- /dev/null
+++ b/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c
@@ -0,0 +1,785 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 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"
+
+#if SDL_AUDIO_DRIVER_WASAPI
+
+#include "../../core/windows/SDL_windows.h"
+#include "SDL_audio.h"
+#include "SDL_timer.h"
+#include "../SDL_audio_c.h"
+#include "../SDL_sysaudio.h"
+#include "SDL_assert.h"
+#include "SDL_log.h"
+
+#define COBJMACROS
+#include <mmdeviceapi.h>
+#include <audioclient.h>
+
+#include "SDL_wasapi.h"
+
+/* This constant isn't available on MinGW-w64 */
+#ifndef AUDCLNT_STREAMFLAGS_RATEADJUST
+#define AUDCLNT_STREAMFLAGS_RATEADJUST 0x00100000
+#endif
+
+/* these increment as default devices change. Opened default devices pick up changes in their threads. */
+SDL_atomic_t WASAPI_DefaultPlaybackGeneration;
+SDL_atomic_t WASAPI_DefaultCaptureGeneration;
+
+/* This is a list of device id strings we have inflight, so we have consistent pointers to the same device. */
+typedef struct DevIdList
+{
+ WCHAR *str;
+ struct DevIdList *next;
+} DevIdList;
+
+static DevIdList *deviceid_list = NULL;
+
+/* Some GUIDs we need to know without linking to libraries that aren't available before Vista. */
+static const IID SDL_IID_IAudioRenderClient = { 0xf294acfc, 0x3146, 0x4483,{ 0xa7, 0xbf, 0xad, 0xdc, 0xa7, 0xc2, 0x60, 0xe2 } };
+static const IID SDL_IID_IAudioCaptureClient = { 0xc8adbd64, 0xe71e, 0x48a0,{ 0xa4, 0xde, 0x18, 0x5c, 0x39, 0x5c, 0xd3, 0x17 } };
+static const GUID SDL_KSDATAFORMAT_SUBTYPE_PCM = { 0x00000001, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
+static const GUID SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT = { 0x00000003, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
+
+static SDL_bool
+WStrEqual(const WCHAR *a, const WCHAR *b)
+{
+ while (*a) {
+ if (*a != *b) {
+ return SDL_FALSE;
+ }
+ a++;
+ b++;
+ }
+ return *b == 0;
+}
+
+static size_t
+WStrLen(const WCHAR *wstr)
+{
+ size_t retval = 0;
+ if (wstr) {
+ while (*(wstr++)) {
+ retval++;
+ }
+ }
+ return retval;
+}
+
+static WCHAR *
+WStrDupe(const WCHAR *wstr)
+{
+ const size_t len = (WStrLen(wstr) + 1) * sizeof (WCHAR);
+ WCHAR *retval = (WCHAR *) SDL_malloc(len);
+ if (retval) {
+ SDL_memcpy(retval, wstr, len);
+ }
+ return retval;
+}
+
+
+void
+WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid)
+{
+ DevIdList *i;
+ DevIdList *next;
+ DevIdList *prev = NULL;
+ for (i = deviceid_list; i; i = next) {
+ next = i->next;
+ if (WStrEqual(i->str, devid)) {
+ if (prev) {
+ prev->next = next;
+ } else {
+ deviceid_list = next;
+ }
+ SDL_RemoveAudioDevice(iscapture, i->str);
+ SDL_free(i->str);
+ SDL_free(i);
+ }
+ prev = i;
+ }
+}
+
+void
+WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, LPCWSTR devid)
+{
+ DevIdList *devidlist;
+
+ /* 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...?) */
+
+ /* see if we already have this one. */
+ for (devidlist = deviceid_list; devidlist; devidlist = devidlist->next) {
+ if (WStrEqual(devidlist->str, devid)) {
+ return; /* we already have this. */
+ }
+ }
+
+ devidlist = (DevIdList *) SDL_malloc(sizeof (*devidlist));
+ if (!devidlist) {
+ return; /* oh well. */
+ }
+
+ devid = WStrDupe(devid);
+ if (!devid) {
+ SDL_free(devidlist);
+ return; /* oh well. */
+ }
+
+ devidlist->str = (WCHAR *) devid;
+ devidlist->next = deviceid_list;
+ deviceid_list = devidlist;
+
+ SDL_AddAudioDevice(iscapture, devname, (void *) devid);
+}
+
+static void
+WASAPI_DetectDevices(void)
+{
+ WASAPI_EnumerateEndpoints();
+}
+
+static int
+WASAPI_GetPendingBytes(_THIS)
+{
+ UINT32 frames = 0;
+
+ /* it's okay to fail here; we'll deal with failures in the audio thread. */
+ /* FIXME: need a lock around checking this->hidden->client */
+ if (this->hidden->client != NULL) { /* definitely activated? */
+ if (FAILED(IAudioClient_GetCurrentPadding(this->hidden->client, &frames))) {
+ return 0; /* oh well. */
+ }
+ }
+ return ((int) frames) * this->hidden->framesize;
+}
+
+static SDL_INLINE SDL_bool
+WasapiFailed(_THIS, const HRESULT err)
+{
+ if (err == S_OK) {
+ return SDL_FALSE;
+ }
+
+ if (err == AUDCLNT_E_DEVICE_INVALIDATED) {
+ this->hidden->device_lost = SDL_TRUE;
+ } else if (SDL_AtomicGet(&this->enabled)) {
+ IAudioClient_Stop(this->hidden->client);
+ SDL_OpenedAudioDeviceDisconnected(this);
+ SDL_assert(!SDL_AtomicGet(&this->enabled));
+ }
+
+ return SDL_TRUE;
+}
+
+static int
+UpdateAudioStream(_THIS, const SDL_AudioSpec *oldspec)
+{
+ /* Since WASAPI requires us to handle all audio conversion, and our
+ device format might have changed, we might have to add/remove/change
+ the audio stream that the higher level uses to convert data, so
+ SDL keeps firing the callback as if nothing happened here. */
+
+ if ( (this->callbackspec.channels == this->spec.channels) &&
+ (this->callbackspec.format == this->spec.format) &&
+ (this->callbackspec.freq == this->spec.freq) &&
+ (this->callbackspec.samples == this->spec.samples) ) {
+ /* no need to buffer/convert in an AudioStream! */
+ SDL_FreeAudioStream(this->stream);
+ this->stream = NULL;
+ } else if ( (oldspec->channels == this->spec.channels) &&
+ (oldspec->format == this->spec.format) &&
+ (oldspec->freq == this->spec.freq) ) {
+ /* The existing audio stream is okay to keep using. */
+ } else {
+ /* replace the audiostream for new format */
+ SDL_FreeAudioStream(this->stream);
+ if (this->iscapture) {
+ this->stream = SDL_NewAudioStream(this->spec.format,
+ this->spec.channels, this->spec.freq,
+ this->callbackspec.format,
+ this->callbackspec.channels,
+ this->callbackspec.freq);
+ } else {
+ this->stream = SDL_NewAudioStream(this->callbackspec.format,
+ this->callbackspec.channels,
+ this->callbackspec.freq, this->spec.format,
+ this->spec.channels, this->spec.freq);
+ }
+
+ if (!this->stream) {
+ return -1;
+ }
+ }
+
+ /* make sure our scratch buffer can cover the new device spec. */
+ if (this->spec.size > this->work_buffer_len) {
+ Uint8 *ptr = (Uint8 *) SDL_realloc(this->work_buffer, this->spec.size);
+ if (ptr == NULL) {
+ return SDL_OutOfMemory();
+ }
+ this->work_buffer = ptr;
+ this->work_buffer_len = this->spec.size;
+ }
+
+ return 0;
+}
+
+
+static void ReleaseWasapiDevice(_THIS);
+
+static SDL_bool
+RecoverWasapiDevice(_THIS)
+{
+ ReleaseWasapiDevice(this); /* dump the lost device's handles. */
+
+ if (this->hidden->default_device_generation) {
+ this->hidden->default_device_generation = SDL_AtomicGet(this->iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration);
+ }
+
+ /* this can fail for lots of reasons, but the most likely is we had a
+ non-default device that was disconnected, so we can't recover. Default
+ devices try to reinitialize whatever the new default is, so it's more
+ likely to carry on here, but this handles a non-default device that
+ simply had its format changed in the Windows Control Panel. */
+ if (WASAPI_ActivateDevice(this, SDL_TRUE) == -1) {
+ SDL_OpenedAudioDeviceDisconnected(this);
+ return SDL_FALSE;
+ }
+
+ this->hidden->device_lost = SDL_FALSE;
+
+ return SDL_TRUE; /* okay, carry on with new device details! */
+}
+
+static SDL_bool
+RecoverWasapiIfLost(_THIS)
+{
+ const int generation = this->hidden->default_device_generation;
+ SDL_bool lost = this->hidden->device_lost;
+
+ if (!SDL_AtomicGet(&this->enabled)) {
+ return SDL_FALSE; /* already failed. */
+ }
+
+ if (!this->hidden->client) {
+ return SDL_TRUE; /* still waiting for activation. */
+ }
+
+ if (!lost && (generation > 0)) { /* is a default device? */
+ const int newgen = SDL_AtomicGet(this->iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration);
+ if (generation != newgen) { /* the desired default device was changed, jump over to it. */
+ lost = SDL_TRUE;
+ }
+ }
+
+ return lost ? RecoverWasapiDevice(this) : SDL_TRUE;
+}
+
+static Uint8 *
+WASAPI_GetDeviceBuf(_THIS)
+{
+ /* get an endpoint buffer from WASAPI. */
+ BYTE *buffer = NULL;
+
+ while (RecoverWasapiIfLost(this) && this->hidden->render) {
+ if (!WasapiFailed(this, IAudioRenderClient_GetBuffer(this->hidden->render, this->spec.samples, &buffer))) {
+ return (Uint8 *) buffer;
+ }
+ SDL_assert(buffer == NULL);
+ }
+
+ return (Uint8 *) buffer;
+}
+
+static void
+WASAPI_PlayDevice(_THIS)
+{
+ if (this->hidden->render != NULL) { /* definitely activated? */
+ /* WasapiFailed() will mark the device for reacquisition or removal elsewhere. */
+ WasapiFailed(this, IAudioRenderClient_ReleaseBuffer(this->hidden->render, this->spec.samples, 0));
+ }
+}
+
+static void
+WASAPI_WaitDevice(_THIS)
+{
+ while (RecoverWasapiIfLost(this) && this->hidden->client && this->hidden->event) {
+ /*SDL_Log("WAITDEVICE");*/
+ if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) {
+ const UINT32 maxpadding = this->spec.samples;
+ UINT32 padding = 0;
+ if (!WasapiFailed(this, IAudioClient_GetCurrentPadding(this->hidden->client, &padding))) {
+ /*SDL_Log("WASAPI EVENT! padding=%u maxpadding=%u", (unsigned int)padding, (unsigned int)maxpadding);*/
+ if (padding <= maxpadding) {
+ break;
+ }
+ }
+ } else {
+ /*SDL_Log("WASAPI FAILED EVENT!");*/
+ IAudioClient_Stop(this->hidden->client);
+ SDL_OpenedAudioDeviceDisconnected(this);
+ }
+ }
+}
+
+static int
+WASAPI_CaptureFromDevice(_THIS, void *buffer, int buflen)
+{
+ SDL_AudioStream *stream = this->hidden->capturestream;
+ const int avail = SDL_AudioStreamAvailable(stream);
+ if (avail > 0) {
+ const int cpy = SDL_min(buflen, avail);
+ SDL_AudioStreamGet(stream, buffer, cpy);
+ return cpy;
+ }
+
+ while (RecoverWasapiIfLost(this)) {
+ HRESULT ret;
+ BYTE *ptr = NULL;
+ UINT32 frames = 0;
+ DWORD flags = 0;
+
+ /* uhoh, client isn't activated yet, just return silence. */
+ if (!this->hidden->capture) {
+ /* Delay so we run at about the speed that audio would be arriving. */
+ SDL_Delay(((this->spec.samples * 1000) / this->spec.freq));
+ SDL_memset(buffer, this->spec.silence, buflen);
+ return buflen;
+ }
+
+ ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL);
+ if (ret != AUDCLNT_S_BUFFER_EMPTY) {
+ WasapiFailed(this, ret); /* mark device lost/failed if necessary. */
+ }
+
+ if ((ret == AUDCLNT_S_BUFFER_EMPTY) || !frames) {
+ WASAPI_WaitDevice(this);
+ } else if (ret == S_OK) {
+ const int total = ((int) frames) * this->hidden->framesize;
+ const int cpy = SDL_min(buflen, total);
+ const int leftover = total - cpy;
+ const SDL_bool silent = (flags & AUDCLNT_BUFFERFLAGS_SILENT) ? SDL_TRUE : SDL_FALSE;
+
+ if (silent) {
+ SDL_memset(buffer, this->spec.silence, cpy);
+ } else {
+ SDL_memcpy(buffer, ptr, cpy);
+ }
+
+ if (leftover > 0) {
+ ptr += cpy;
+ if (silent) {
+ SDL_memset(ptr, this->spec.silence, leftover); /* I guess this is safe? */
+ }
+
+ if (SDL_AudioStreamPut(stream, ptr, leftover) == -1) {
+ return -1; /* uhoh, out of memory, etc. Kill device. :( */
+ }
+ }
+
+ ret = IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames);
+ WasapiFailed(this, ret); /* mark device lost/failed if necessary. */
+
+ return cpy;
+ }
+ }
+
+ return -1; /* unrecoverable error. */
+}
+
+static void
+WASAPI_FlushCapture(_THIS)
+{
+ BYTE *ptr = NULL;
+ UINT32 frames = 0;
+ DWORD flags = 0;
+
+ if (!this->hidden->capture) {
+ return; /* not activated yet? */
+ }
+
+ /* just read until we stop getting packets, throwing them away. */
+ while (SDL_TRUE) {
+ const HRESULT ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL);
+ if (ret == AUDCLNT_S_BUFFER_EMPTY) {
+ break; /* no more buffered data; we're done. */
+ } else if (WasapiFailed(this, ret)) {
+ break; /* failed for some other reason, abort. */
+ } else if (WasapiFailed(this, IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames))) {
+ break; /* something broke. */
+ }
+ }
+ SDL_AudioStreamClear(this->hidden->capturestream);
+}
+
+static void
+ReleaseWasapiDevice(_THIS)
+{
+ if (this->hidden->client) {
+ IAudioClient_Stop(this->hidden->client);
+ IAudioClient_SetEventHandle(this->hidden->client, NULL);
+ IAudioClient_Release(this->hidden->client);
+ this->hidden->client = NULL;
+ }
+
+ if (this->hidden->render) {
+ IAudioRenderClient_Release(this->hidden->render);
+ this->hidden->render = NULL;
+ }
+
+ if (this->hidden->capture) {
+ IAudioCaptureClient_Release(this->hidden->capture);
+ this->hidden->capture = NULL;
+ }
+
+ if (this->hidden->waveformat) {
+ CoTaskMemFree(this->hidden->waveformat);
+ this->hidden->waveformat = NULL;
+ }
+
+ if (this->hidden->capturestream) {
+ SDL_FreeAudioStream(this->hidden->capturestream);
+ this->hidden->capturestream = NULL;
+ }
+
+ if (this->hidden->activation_handler) {
+ WASAPI_PlatformDeleteActivationHandler(this->hidden->activation_handler);
+ this->hidden->activation_handler = NULL;
+ }
+
+ if (this->hidden->event) {
+ CloseHandle(this->hidden->event);
+ this->hidden->event = NULL;
+ }
+}
+
+static void
+WASAPI_CloseDevice(_THIS)
+{
+ WASAPI_UnrefDevice(this);
+}
+
+void
+WASAPI_RefDevice(_THIS)
+{
+ SDL_AtomicIncRef(&this->hidden->refcount);
+}
+
+void
+WASAPI_UnrefDevice(_THIS)
+{
+ if (!SDL_AtomicDecRef(&this->hidden->refcount)) {
+ return;
+ }
+
+ /* actual closing happens here. */
+
+ /* don't touch this->hidden->task in here; it has to be reverted from
+ our callback thread. We do that in WASAPI_ThreadDeinit().
+ (likewise for this->hidden->coinitialized). */
+ ReleaseWasapiDevice(this);
+ SDL_free(this->hidden->devid);
+ SDL_free(this->hidden);
+}
+
+/* This is called once a device is activated, possibly asynchronously. */
+int
+WASAPI_PrepDevice(_THIS, const SDL_bool updatestream)
+{
+ /* !!! FIXME: we could request an exclusive mode stream, which is lower latency;
+ !!! it will write into the kernel's audio buffer directly instead of
+ !!! shared memory that a user-mode mixer then writes to the kernel with
+ !!! everything else. Doing this means any other sound using this device will
+ !!! stop playing, including the user's MP3 player and system notification
+ !!! sounds. You'd probably need to release the device when the app isn't in
+ !!! the foreground, to be a good citizen of the system. It's doable, but it's
+ !!! more work and causes some annoyances, and I don't know what the latency
+ !!! wins actually look like. Maybe add a hint to force exclusive mode at
+ !!! some point. To be sure, defaulting to shared mode is the right thing to
+ !!! do in any case. */
+ const SDL_AudioSpec oldspec = this->spec;
+ const AUDCLNT_SHAREMODE sharemode = AUDCLNT_SHAREMODE_SHARED;
+ UINT32 bufsize = 0; /* this is in sample frames, not samples, not bytes. */
+ REFERENCE_TIME duration = 0;
+ IAudioClient *client = this->hidden->client;
+ IAudioRenderClient *render = NULL;
+ IAudioCaptureClient *capture = NULL;
+ WAVEFORMATEX *waveformat = NULL;
+ SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
+ SDL_AudioFormat wasapi_format = 0;
+ SDL_bool valid_format = SDL_FALSE;
+ HRESULT ret = S_OK;
+ DWORD streamflags = 0;
+
+ SDL_assert(client != NULL);
+
+#ifdef __WINRT__ /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
+ this->hidden->event = CreateEventEx(NULL, NULL, 0, EVENT_ALL_ACCESS);
+#else
+ this->hidden->event = CreateEventW(NULL, 0, 0, NULL);
+#endif
+
+ if (this->hidden->event == NULL) {
+ return WIN_SetError("WASAPI can't create an event handle");
+ }
+
+ ret = IAudioClient_GetMixFormat(client, &waveformat);
+ if (FAILED(ret)) {
+ return WIN_SetErrorFromHRESULT("WASAPI can't determine mix format", ret);
+ }
+
+ SDL_assert(waveformat != NULL);
+ this->hidden->waveformat = waveformat;
+
+ this->spec.channels = (Uint8) waveformat->nChannels;
+
+ /* Make sure we have a valid format that we can convert to whatever WASAPI wants. */
+ if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
+ wasapi_format = AUDIO_F32SYS;
+ } else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) {
+ wasapi_format = AUDIO_S16SYS;
+ } else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) {
+ wasapi_format = AUDIO_S32SYS;
+ } else if (waveformat->wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
+ const WAVEFORMATEXTENSIBLE *ext = (const WAVEFORMATEXTENSIBLE *) waveformat;
+ if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
+ wasapi_format = AUDIO_F32SYS;
+ } else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 16)) {
+ wasapi_format = AUDIO_S16SYS;
+ } else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
+ wasapi_format = AUDIO_S32SYS;
+ }
+ }
+
+ while ((!valid_format) && (test_format)) {
+ if (test_format == wasapi_format) {
+ this->spec.format = test_format;
+ valid_format = SDL_TRUE;
+ break;
+ }
+ test_format = SDL_NextAudioFormat();
+ }
+
+ if (!valid_format) {
+ return SDL_SetError("WASAPI: Unsupported audio format");
+ }
+
+ ret = IAudioClient_GetDevicePeriod(client, NULL, &duration);
+ if (FAILED(ret)) {
+ return WIN_SetErrorFromHRESULT("WASAPI can't determine minimum device period", ret);
+ }
+
+ /* favor WASAPI's resampler over our own, in Win7+. */
+ if (this->spec.freq != waveformat->nSamplesPerSec) {
+ /* RATEADJUST only works with output devices in share mode, and is available in Win7 and later.*/
+ if (WIN_IsWindows7OrGreater() && !this->iscapture && (sharemode == AUDCLNT_SHAREMODE_SHARED)) {
+ streamflags |= AUDCLNT_STREAMFLAGS_RATEADJUST;
+ waveformat->nSamplesPerSec = this->spec.freq;
+ waveformat->nAvgBytesPerSec = waveformat->nSamplesPerSec * waveformat->nChannels * (waveformat->wBitsPerSample / 8);
+ }
+ else {
+ this->spec.freq = waveformat->nSamplesPerSec; /* force sampling rate so our resampler kicks in. */
+ }
+ }
+
+ streamflags |= AUDCLNT_STREAMFLAGS_EVENTCALLBACK;
+ ret = IAudioClient_Initialize(client, sharemode, streamflags, duration, sharemode == AUDCLNT_SHAREMODE_SHARED ? 0 : duration, waveformat, NULL);
+ if (FAILED(ret)) {
+ return WIN_SetErrorFromHRESULT("WASAPI can't initialize audio client", ret);
+ }
+
+ ret = IAudioClient_SetEventHandle(client, this->hidden->event);
+ if (FAILED(ret)) {
+ return WIN_SetErrorFromHRESULT("WASAPI can't set event handle", ret);
+ }
+
+ ret = IAudioClient_GetBufferSize(client, &bufsize);
+ if (FAILED(ret)) {
+ return WIN_SetErrorFromHRESULT("WASAPI can't determine buffer size", ret);
+ }
+
+ this->spec.samples = (Uint16) bufsize;
+ if (!this->iscapture) {
+ this->spec.samples /= 2; /* fill half of the DMA buffer on each run. */
+ }
+
+ /* 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) {
+ if (UpdateAudioStream(this, &oldspec) == -1) {
+ return -1;
+ }
+ }
+
+ return 0; /* good to go. */
+}
+
+
+static int
+WASAPI_OpenDevice(_THIS, void *handle, const char *devname, int iscapture)
+{
+ LPCWSTR devid = (LPCWSTR) 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(iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration);
+ } else {
+ this->hidden->devid = WStrDupe(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);
+}
+
+void
+WASAPI_BeginLoopIteration(_THIS)
+{
+ /* no-op. */
+}
+
+static void
+WASAPI_Deinitialize(void)
+{
+ DevIdList *devidlist;
+ DevIdList *next;
+
+ WASAPI_PlatformDeinit();
+
+ for (devidlist = deviceid_list; devidlist; devidlist = next) {
+ next = devidlist->next;
+ SDL_free(devidlist->str);
+ SDL_free(devidlist);
+ }
+ deviceid_list = NULL;
+}
+
+static int
+WASAPI_Init(SDL_AudioDriverImpl * impl)
+{
+ SDL_AtomicSet(&WASAPI_DefaultPlaybackGeneration, 1);
+ SDL_AtomicSet(&WASAPI_DefaultCaptureGeneration, 1);
+
+ if (WASAPI_PlatformInit() == -1) {
+ return 0;
+ }
+
+ /* Set the function pointers */
+ impl->DetectDevices = WASAPI_DetectDevices;
+ impl->ThreadInit = WASAPI_ThreadInit;
+ impl->ThreadDeinit = WASAPI_ThreadDeinit;
+ impl->BeginLoopIteration = WASAPI_BeginLoopIteration;
+ impl->OpenDevice = WASAPI_OpenDevice;
+ impl->PlayDevice = WASAPI_PlayDevice;
+ impl->WaitDevice = WASAPI_WaitDevice;
+ impl->GetPendingBytes = WASAPI_GetPendingBytes;
+ impl->GetDeviceBuf = WASAPI_GetDeviceBuf;
+ impl->CaptureFromDevice = WASAPI_CaptureFromDevice;
+ impl->FlushCapture = WASAPI_FlushCapture;
+ impl->CloseDevice = WASAPI_CloseDevice;
+ impl->Deinitialize = WASAPI_Deinitialize;
+ impl->HasCaptureSupport = 1;
+
+ return 1; /* this audio target is available. */
+}
+
+AudioBootStrap WASAPI_bootstrap = {
+ "wasapi", "WASAPI", WASAPI_Init, 0
+};
+
+#endif /* SDL_AUDIO_DRIVER_WASAPI */
+
+/* vi: set ts=4 sw=4 expandtab: */