Files
UnrealEngineUWP/Engine/Source/Runtime/AudioCaptureImplementations/IOS/AudioCaptureAudioUnit/Private/AudioCaptureAudioUnit.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

45 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AudioCaptureCore.h"
#include <AudioToolbox/AudioToolbox.h>
#include <AudioUnit/AudioUnit.h>
namespace Audio
{
class FAudioCaptureAudioUnitStream : public IAudioCaptureStream
{
public:
FAudioCaptureAudioUnitStream();
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;
virtual void SetHardwareFeatureEnabled(EHardwareInputFeature FeatureType, bool bEnabled);
OSStatus OnCaptureCallback( AudioUnitRenderActionFlags* ioActionFlags, const AudioTimeStamp* inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList* ioData );
private:
void AllocateBuffer(int SizeInBytes);
AudioComponentInstance IOUnit;
FOnAudioCaptureFunction OnCapture;
int32 NumChannels;
int32 SampleRate;
TArray<uint8> CaptureBuffer;
int BufferSize = 0;
bool bIsStreamOpen;
bool bHasCaptureStarted;
};
}