1
0
Fork 0
mirror of https://github.com/juce-framework/JUCE.git synced 2026-01-09 23:34:20 +00:00
JUCE/modules/juce_audio_devices/juce_audio_devices.cpp

285 lines
11 KiB
C++

/*
==============================================================================
This file is part of the JUCE framework.
Copyright (c) Raw Material Software Limited
JUCE is an open source framework subject to commercial or open source
licensing.
By downloading, installing, or using the JUCE framework, or combining the
JUCE framework with any other source code, object code, content or any other
copyrightable work, you agree to the terms of the JUCE End User Licence
Agreement, and all incorporated terms including the JUCE Privacy Policy and
the JUCE Website Terms of Service, as applicable, which will bind you. If you
do not agree to the terms of these agreements, we will not license the JUCE
framework to you, and you must discontinue the installation or download
process and cease use of the JUCE framework.
JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
JUCE Privacy Policy: https://juce.com/juce-privacy-policy
JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
Or:
You may also use this code under the terms of the AGPLv3:
https://www.gnu.org/licenses/agpl-3.0.en.html
THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
#ifdef JUCE_AUDIO_DEVICES_H_INCLUDED
/* When you add this cpp file to your project, you mustn't include it in a file where you've
already included any other headers - just put it inside a file on its own, possibly with your config
flags preceding it, but don't include anything else. That also includes avoiding any automatic prefix
header files that the compiler may be using.
*/
#error "Incorrect use of JUCE cpp file"
#endif
#define JUCE_CORE_INCLUDE_OBJC_HELPERS 1
#define JUCE_CORE_INCLUDE_COM_SMART_PTR 1
#define JUCE_CORE_INCLUDE_JNI_HELPERS 1
#define JUCE_CORE_INCLUDE_NATIVE_HEADERS 1
#define JUCE_EVENTS_INCLUDE_WIN32_MESSAGE_WINDOW 1
#ifndef JUCE_USE_WINRT_MIDI
#define JUCE_USE_WINRT_MIDI 0
#endif
#if JUCE_USE_WINRT_MIDI
#define JUCE_EVENTS_INCLUDE_WINRT_WRAPPER 1
#endif
#include "juce_audio_devices.h"
#include "midi_io/juce_WaitFreeListeners.h"
#include "midi_io/juce_WaitFreeListeners.cpp"
#include "audio_io/juce_SampleRateHelpers.cpp"
#include "midi_io/juce_MidiDeviceListConnectionBroadcaster.cpp"
//==============================================================================
#if JUCE_MAC || JUCE_IOS
#include <juce_audio_basics/native/juce_CoreAudioTimeConversions_mac.h>
#include <juce_audio_basics/native/juce_AudioWorkgroup_mac.h>
#include <juce_audio_basics/midi/juce_MidiDataConcatenator.h>
#include <juce_audio_basics/midi/ump/juce_UMP.h>
#endif
#if JUCE_MAC
#define Point CarbonDummyPointName
#define Component CarbonDummyCompName
#import <CoreAudio/AudioHardware.h>
#import <CoreMIDI/MIDIServices.h>
#import <AudioToolbox/AudioServices.h>
#undef Point
#undef Component
#include "native/juce_CoreAudio_mac.cpp"
#include "native/juce_CoreMidi_mac.mm"
#elif JUCE_IOS
#import <AudioToolbox/AudioToolbox.h>
#import <AVFoundation/AVFoundation.h>
#import <CoreMIDI/MIDIServices.h>
#if TARGET_OS_SIMULATOR
#import <CoreMIDI/MIDINetworkSession.h>
#endif
#if JUCE_MODULE_AVAILABLE_juce_graphics
#include <juce_graphics/native/juce_CoreGraphicsHelpers_mac.h>
#endif
#include "native/juce_Audio_ios.cpp"
#include "native/juce_CoreMidi_mac.mm"
//==============================================================================
#elif JUCE_WINDOWS
#if JUCE_WASAPI
#include <mmreg.h>
#include "native/juce_WASAPI_windows.cpp"
#endif
#if JUCE_DIRECTSOUND
#include "native/juce_DirectSound_windows.cpp"
#endif
#if JUCE_USE_WINRT_MIDI && (JUCE_MSVC || JUCE_CLANG)
/* If you cannot find any of the header files below then you are probably
attempting to use the Windows 10 Bluetooth Low Energy API. For this to work you
need to install version 10.0.14393.0 of the Windows Standalone SDK and you may
need to add the path to the WinRT headers to your build system. This path should
have the form "C:\Program Files (x86)\Windows Kits\10\Include\10.0.14393.0\winrt".
Also please note that Microsoft's Bluetooth MIDI stack has multiple issues, so
this API is EXPERIMENTAL - use at your own risk!
*/
#include <windows.devices.h>
#include <windows.devices.midi.h>
#include <windows.devices.enumeration.h>
JUCE_BEGIN_IGNORE_WARNINGS_MSVC (4265)
#include <wrl/event.h>
JUCE_END_IGNORE_WARNINGS_MSVC
JUCE_BEGIN_IGNORE_WARNINGS_MSVC (4467)
#include <robuffer.h>
JUCE_END_IGNORE_WARNINGS_MSVC
#endif
#include <juce_audio_basics/midi/juce_MidiDataConcatenator.h>
#include "native/juce_Midi_windows.cpp"
#if JUCE_ASIO
/* This is very frustrating - we only need to use a handful of definitions from
a couple of the header files in Steinberg's ASIO SDK, and it'd be easy to copy
about 30 lines of code into this cpp file to create a fully stand-alone ASIO
implementation...
..unfortunately that would break Steinberg's license agreement for use of
their SDK, so I'm not allowed to do this.
This means that anyone who wants to use JUCE's ASIO abilities will have to:
1) Agree to Steinberg's licensing terms and download the ASIO SDK
(see http://www.steinberg.net/en/company/developers.html).
2) Enable this code with a global definition #define JUCE_ASIO 1.
3) Make sure that your header search path contains the iasiodrv.h file that
comes with the SDK. (Only about a handful of the SDK header files are actually
needed - so to simplify things, you could just copy these into your JUCE directory).
*/
#include <iasiodrv.h>
#include "native/juce_ASIO_windows.cpp"
#endif
//==============================================================================
#elif JUCE_LINUX || JUCE_BSD
#if JUCE_ALSA
/* Got an include error here? If so, you've either not got ALSA installed, or you've
not got your paths set up correctly to find its header files.
The package you need to install to get ASLA support is "libasound2-dev".
If you don't have the ALSA library and don't want to build JUCE with audio support,
just set the JUCE_ALSA flag to 0.
*/
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wzero-length-array")
#include <alsa/asoundlib.h>
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
#include "native/juce_ALSA_linux.cpp"
#endif
#if JUCE_JACK
/* Got an include error here? If so, you've either not got jack-audio-connection-kit
installed, or you've not got your paths set up correctly to find its header files.
The package you need to install to get JACK support is "libjack-dev".
If you don't have the jack-audio-connection-kit library and don't want to build
JUCE with low latency audio support, just set the JUCE_JACK flag to 0.
*/
#include <jack/jack.h>
#include "native/juce_JackAudio_linux.cpp"
#endif
#undef SIZEOF
#include <juce_audio_basics/midi/juce_MidiDataConcatenator.h>
#include "native/juce_Midi_linux.cpp"
//==============================================================================
#elif JUCE_ANDROID
namespace juce
{
using RealtimeThreadFactory = pthread_t (*) (void* (*) (void*), void*);
RealtimeThreadFactory getAndroidRealtimeThreadFactory();
} // namespace juce
#include "native/juce_Audio_android.cpp"
#include <juce_audio_basics/midi/juce_MidiDataConcatenator.h>
#include "native/juce_Midi_android.cpp"
#if JUCE_USE_ANDROID_OPENSLES || JUCE_USE_ANDROID_OBOE
#include "native/juce_HighPerformanceAudioHelpers_android.h"
#if JUCE_USE_ANDROID_OPENSLES
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include <SLES/OpenSLES_AndroidConfiguration.h>
#include "native/juce_OpenSL_android.cpp"
#endif
#if JUCE_USE_ANDROID_OBOE
#if JUCE_USE_ANDROID_OPENSLES
#error "Oboe cannot be enabled at the same time as openSL! Please disable JUCE_USE_ANDROID_OPENSLES"
#endif
JUCE_BEGIN_IGNORE_WARNINGS_GCC_LIKE ("-Wunused-parameter",
"-Wzero-as-null-pointer-constant",
"-Winconsistent-missing-destructor-override",
"-Wshadow-field-in-constructor",
"-Wshadow-field",
"-Wsign-conversion",
"-Wswitch-enum")
#include <oboe/Oboe.h>
JUCE_END_IGNORE_WARNINGS_GCC_LIKE
#include "native/juce_Oboe_android.cpp"
#endif
#else
// No audio library, so no way to create realtime threads.
namespace juce
{
RealtimeThreadFactory getAndroidRealtimeThreadFactory() { return nullptr; }
}
#endif
#endif
#if (JUCE_LINUX || JUCE_BSD || JUCE_MAC || JUCE_WINDOWS) && JUCE_JACK
/* Got an include error here? If so, you've either not got jack-audio-connection-kit
installed, or you've not got your paths set up correctly to find its header files.
Linux: The package you need to install to get JACK support is libjack-dev.
macOS: The package you need to install to get JACK support is jack, which you can
install using Homebrew.
Windows: The package you need to install to get JACK support is available from the
JACK Audio website. Download and run the installer for Windows.
If you don't have the jack-audio-connection-kit library and don't want to build
JUCE with low latency audio support, just set the JUCE_JACK flag to 0.
*/
#include <jack/jack.h>
#include "native/juce_JackAudio.cpp"
#endif
#include "midi_io/juce_MidiDevices.cpp"
#if ! JUCE_SYSTEMAUDIOVOL_IMPLEMENTED
namespace juce
{
// None of these methods are available. (On Windows you might need to enable WASAPI for this)
float JUCE_CALLTYPE SystemAudioVolume::getGain() { jassertfalse; return 0.0f; }
bool JUCE_CALLTYPE SystemAudioVolume::setGain (float) { jassertfalse; return false; }
bool JUCE_CALLTYPE SystemAudioVolume::isMuted() { jassertfalse; return false; }
bool JUCE_CALLTYPE SystemAudioVolume::setMuted (bool) { jassertfalse; return false; }
}
#endif
#include "audio_io/juce_AudioDeviceManager.cpp"
#include "audio_io/juce_AudioIODevice.cpp"
#include "audio_io/juce_AudioIODeviceType.cpp"
#include "midi_io/juce_MidiMessageCollector.cpp"
#include "sources/juce_AudioSourcePlayer.cpp"
#include "sources/juce_AudioTransportSource.cpp"