- Made is so the burst compensation occurs only when the desktop buffer has been fully emptied, otherwise it would mess up the timing.
148 lines
3.7 KiB
C++
148 lines
3.7 KiB
C++
/********************************************************************************
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Copyright (C) 2012 Hugh Bailey <obs.jim@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
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********************************************************************************/
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#pragma once
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enum
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{
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NoAudioAvailable,
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AudioAvailable,
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};
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struct AudioSegment
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{
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List<float> audioData;
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QWORD timestamp;
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inline AudioSegment(float *data, UINT numFloats, QWORD timestamp) : timestamp(timestamp)
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{
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audioData.CopyArray(data, numFloats);
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}
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inline void ClearData()
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{
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audioData.Clear();
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}
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};
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class BASE_EXPORT AudioSource
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{
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bool bResample;
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LPVOID resampler;
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double resampleRatio;
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//-----------------------------------------
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List<AudioFilter*> audioFilters;
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//-----------------------------------------
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List<AudioSegment*> audioSegments;
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QWORD lastUsedTimestamp;
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QWORD lastSentTimestamp;
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int timeOffset;
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//-----------------------------------------
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List<float> storageBuffer;
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//-----------------------------------------
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List<float> outputBuffer;
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List<float> convertBuffer;
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List<float> tempBuffer;
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List<float> tempResampleBuffer;
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//-----------------------------------------
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bool bFloat;
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UINT inputChannels;
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UINT inputSamplesPerSec;
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UINT inputBitsPerSample;
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UINT inputBlockSize;
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DWORD inputChannelMask;
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//-----------------------------------------
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float sourceVolume;
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//-----------------------------------------
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void AddAudioSegment(AudioSegment *segment, float curVolume);
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protected:
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void InitAudioData(bool bFloat, UINT channels, UINT samplesPerSec, UINT bitsPerSample, UINT blockSize, DWORD channelMask);
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//-----------------------------------------
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virtual CTSTR GetDeviceName() const=0;
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//-----------------------------------------
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virtual bool GetNextBuffer(void **buffer, UINT *numFrames, QWORD *timestamp)=0;
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virtual void ReleaseBuffer()=0;
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public:
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//-----------------------------------------
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AudioSource();
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virtual ~AudioSource();
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virtual UINT QueryAudio(float curVolume);
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virtual bool GetEarliestTimestamp(QWORD ×tamp);
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virtual bool GetBuffer(float **buffer, QWORD targetTimestamp);
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virtual bool GetNewestFrame(float **buffer);
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virtual QWORD GetBufferedTime();
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virtual void StartCapture();
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virtual void StopCapture();
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UINT GetChannelCount() const;
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UINT GetSamplesPerSec() const;
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int GetTimeOffset() const;
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void SetTimeOffset(int newOffset);
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void SetVolume(float fVal);
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float GetVolume() const;
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UINT NumAudioFilters() const;
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AudioFilter* GetAudioFilter(UINT id);
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void AddAudioFilter(AudioFilter *filter);
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void InsertAudioFilter(UINT pos, AudioFilter *filter);
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void RemoveAudioFilter(AudioFilter *filter);
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void RemoveAudioFilter(UINT id);
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virtual bool GetLatestTimestamp(QWORD ×tamp);
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void SortAudio(QWORD timestamp);
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UINT QueryAudio2(float curVolume, bool bCanBurst=false);
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CTSTR GetDeviceName2() const {return GetDeviceName();}
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};
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