Files
UnrealEngineUWP/Engine/Source/Runtime/AudioCaptureImplementations/Android/AudioCaptureAndroid/Private/AudioCaptureAndroid.h
Brian Chrisman a381e0b7c6 [Audio Capture] WASAPI device support for audio capture. (3 of 3)
#rb phil.popp
#jira UE-178166, UE-178167, UE-178169, UE-178180
#preflight 641a3a0fa6092dfb8d752a67

[CL 24756329 by Brian Chrisman in ue5-main branch]
2023-03-22 19:38:36 -04:00

38 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AudioCaptureCore.h"
#include "oboe/Oboe.h"
namespace Audio
{
class FAudioCaptureAndroidStream : public IAudioCaptureStream, public oboe::AudioStreamCallback
{
public:
FAudioCaptureAndroidStream();
virtual bool GetCaptureDeviceInfo(FCaptureDeviceInfo& OutInfo, int32 DeviceIndex) override;
virtual bool OpenAudioCaptureStream(const FAudioCaptureDeviceParams& InParams, FOnAudioCaptureFunction InOnCapture, uint32 NumFramesDesired) override;
virtual bool CloseStream() override;
virtual bool StartStream() override;
virtual bool StopStream() override;
virtual bool AbortStream() override;
virtual bool GetStreamTime(double& OutStreamTime) override;
virtual int32 GetSampleRate() const override { return SampleRate; }
virtual bool IsStreamOpen() const override;
virtual bool IsCapturing() const override;
virtual void OnAudioCapture(void* InBuffer, uint32 InBufferFrames, double StreamTime, bool bOverflow) override;
virtual bool GetInputDevicesAvailable(TArray<FCaptureDeviceInfo>& OutDevices) override;
// begin oboe::AudioStreamCallback
virtual oboe::DataCallbackResult onAudioReady(oboe::AudioStream *oboeStream, void *audioData, int32 numFrames) override;
// end oboe::AudioStreamCallback
private:
FOnAudioCaptureFunction OnCapture;
int32 NumChannels;
int32 SampleRate;
TUniquePtr<oboe::AudioStream> InputOboeStream;
};
}