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/*
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)