| /* |
| 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 _recording); |
| ~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 recording; |
| 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 _recording) |
| : recording(_recording), completed_semaphore(SDL_CreateSemaphore(0)) |
| { |
| if (!completed_semaphore) { |
| return; // uhoh. |
| } |
| |
| Platform::String ^ selector = _recording ? 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 (recording) { |
| 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 (recording) { |
| 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->recording, 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->recording); |
| SDL_DefaultAudioDeviceChanged(FindWinRTAudioDevice(args->Id->Data())); |
| } |
| |
| void SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object ^ sender, DefaultAudioCaptureDeviceChangedEventArgs ^ args) |
| { |
| SDL_assert(this->recording); |
| 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 *recording_device_event_handler; |
| |
| int WASAPI_PlatformInit(void) |
| { |
| return 0; |
| } |
| |
| static void StopWasapiHotplug(void) |
| { |
| delete playback_device_event_handler; |
| playback_device_event_handler = nullptr; |
| delete recording_device_event_handler; |
| recording_device_event_handler = nullptr; |
| } |
| |
| void WASAPI_PlatformDeinit(void) |
| { |
| StopWasapiHotplug(); |
| } |
| |
| void WASAPI_PlatformDeinitializeStart(void) |
| { |
| StopWasapiHotplug(); |
| } |
| |
| |
| void WASAPI_EnumerateEndpoints(SDL_AudioDevice **default_playback, SDL_AudioDevice **default_recording) |
| { |
| 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_playback = FindWinRTAudioDevice(defdevid->Data()); |
| } |
| |
| recording_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE); |
| recording_device_event_handler->WaitForCompletion(); |
| defdevid = MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default); |
| if (defdevid) { |
| *default_recording = 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->recording ? 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) |