/********** This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. (See .) This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA **********/ // Copyright (c) 2001-2004 Live Networks, Inc. All rights reserved. // Windows implementation of a generic audio input device // This version does not use Windows' built-in software mixer. // Implementation #include ////////// AudioInputPort definition ////////// class AudioInputPort { public: void open(unsigned numChannels, unsigned samplingFrequency, unsigned granularityInMS); void open(); // open with default parameters void close(); public: int index; char name[MAXPNAMELEN]; }; ////////// AudioInputDevice (remaining) implementation ////////// AudioInputDevice* AudioInputDevice::createNew(UsageEnvironment& env, int inputPortNumber, unsigned char bitsPerSample, unsigned char numChannels, unsigned samplingFrequency, unsigned granularityInMS) { Boolean success; WindowsAudioInputDevice* newSource = new WindowsAudioInputDevice(env, inputPortNumber, bitsPerSample, numChannels, samplingFrequency, granularityInMS, success); if (!success) {delete newSource; newSource = NULL;} return newSource; } AudioPortNames* AudioInputDevice::getPortNames() { WindowsAudioInputDevice::initializeIfNecessary(); AudioPortNames* portNames = new AudioPortNames; portNames->numPorts = WindowsAudioInputDevice::numAudioInputPorts; portNames->portName = new char*[WindowsAudioInputDevice::numAudioInputPorts]; for (unsigned i = 0; i < WindowsAudioInputDevice::numAudioInputPorts; ++i) { AudioInputPort& audioInputPort = WindowsAudioInputDevice::ourAudioInputPorts[i]; portNames->portName[i] = strDup(audioInputPort.name); } return portNames; } ////////// WindowsAudioInputDevice implementation ////////// WindowsAudioInputDevice ::WindowsAudioInputDevice(UsageEnvironment& env, int inputPortNumber, unsigned char bitsPerSample, unsigned char numChannels, unsigned samplingFrequency, unsigned granularityInMS, Boolean& success) : WindowsAudioInputDevice_common(env, inputPortNumber, bitsPerSample, numChannels, samplingFrequency, granularityInMS) { success = initialSetInputPort(inputPortNumber); } WindowsAudioInputDevice::~WindowsAudioInputDevice() { if (fCurPortIndex >= 0) ourAudioInputPorts[fCurPortIndex].close(); delete[] ourAudioInputPorts; ourAudioInputPorts = NULL; numAudioInputPorts = 0; } void WindowsAudioInputDevice::initializeIfNecessary() { if (ourAudioInputPorts != NULL) return; // we've already been initialized numAudioInputPorts = waveInGetNumDevs(); ourAudioInputPorts = new AudioInputPort[numAudioInputPorts]; // Initialize each audio input port for (unsigned i = 0; i < numAudioInputPorts; ++i) { AudioInputPort& port = ourAudioInputPorts[i]; port.index = i; port.open(); // to set the port name port.close(); } } Boolean WindowsAudioInputDevice::setInputPort(int portIndex) { initializeIfNecessary(); if (portIndex < 0 || portIndex >= (int)numAudioInputPorts) { // bad index envir().setResultMsg("Bad input port index\n"); return False; } // Check that this port is allowed: if (allowedDeviceNames != NULL) { int i; for (i = 0; allowedDeviceNames[i] != NULL; ++i) { if (strncmp(ourAudioInputPorts[portIndex].name, allowedDeviceNames[i], strlen(allowedDeviceNames[i])) == 0) { // The allowed device name is a prefix of this port's name break; // this port is allowed } } if (allowedDeviceNames[i] == NULL) { // this port is not on the allowed list envir().setResultMsg("Access to this audio device is not allowed\n"); return False; } } if (portIndex != fCurPortIndex) { // The port has changed, so close the old one and open the new one: if (fCurPortIndex >= 0) ourAudioInputPorts[fCurPortIndex].close();; fCurPortIndex = portIndex; ourAudioInputPorts[fCurPortIndex].open(fNumChannels, fSamplingFrequency, fGranularityInMS); } fCurPortIndex = portIndex; return True; } unsigned WindowsAudioInputDevice::numAudioInputPorts = 0; AudioInputPort* WindowsAudioInputDevice::ourAudioInputPorts = NULL; ////////// AudioInputPort implementation ////////// void AudioInputPort::open(unsigned numChannels, unsigned samplingFrequency, unsigned granularityInMS) { do { // Get the port name: WAVEINCAPS wic; if (waveInGetDevCaps(index, &wic, sizeof wic) != MMSYSERR_NOERROR) { name[0] = '\0'; break; } strncpy(name, wic.szPname, MAXPNAMELEN); if (!WindowsAudioInputDevice_common::openWavInPort(index, numChannels, samplingFrequency, granularityInMS)) break; return; } while (0); // An error occurred: close(); } void AudioInputPort::open() { open(1, 8000, 20); } void AudioInputPort::close() { WindowsAudioInputDevice_common::waveIn_close(); }