3f06749573
Added the ability for the user to provide a DataSourceFactory, which cAudio will use to get audio data. This interface can be overridden to provide cAudio the ability to read from zip archives, TCP streams, potentially any location. DataSourceFactories can also be prioritized. Made the existing FileSource a factory and registered it by default with the manager. If the user wishes to prevent cAudio from reading from disk, unRegister the "FileSystem" data source. Made tutorials conform with the changes to the API.
144 lines
4.8 KiB
C++
144 lines
4.8 KiB
C++
//****************************************************************
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//cAudio 2.0 Tutorial 4
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//Audio Capture and playback
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//****************************************************************
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#include <iostream>
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#include <string>
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//Include cAudio.h so we can work wtih cAudio
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#include "../../include/cAudio.h"
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using namespace std;
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const unsigned int CAPTURE_FREQUENCY = 22050;
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const unsigned int CAPTURE_DURATION = 10;
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const cAudio::AudioFormats CAPTURE_FORMAT = cAudio::EAF_16BIT_MONO;
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int main(int argc, char* argv[])
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{
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//Some fancy text
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cout << "cAudio 1.7.1 Tutorial 4: Capturing Audio \n \n";
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std::string formatName;
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if(CAPTURE_FORMAT == cAudio::EAF_8BIT_MONO)
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formatName = "8 Bit Mono";
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else if(CAPTURE_FORMAT == cAudio::EAF_8BIT_STEREO)
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formatName = "8 Bit Stereo";
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else if(CAPTURE_FORMAT == cAudio::EAF_16BIT_MONO)
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formatName = "16 Bit Mono";
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else
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formatName = "16 Bit Stereo";
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//Create an Audio Manager with default settings
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cAudio::IAudioManager* manager = cAudio::createAudioManager();
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if(manager)
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{
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//! The capture interface can be gotten at any time, and can even be used completely seperate from the manager
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// Also it is possible to have more than one capture interface at the same time, useful for recording from multiple sources
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cAudio::IAudioCapture* capture = cAudio::createAudioCapture(false);
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if(capture)
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{
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bool captureReady = false;
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cout << "Capturing Supported: " << std::boolalpha << capture->isSupported() << "\n \n";
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if(capture->isSupported())
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{
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cout << "Available Capture Devices: \n";
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unsigned int deviceCount = capture->getAvailableDeviceCount();
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std::string defaultDeviceName = capture->getDefaultDeviceName();
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for(unsigned int i=0; i<deviceCount; ++i)
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{
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std::string deviceName = capture->getAvailableDeviceName(i);
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if(deviceName.compare(defaultDeviceName) == 0)
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cout << i << "): " << deviceName << " [DEFAULT] \n";
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else
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cout << i << "): " << deviceName << " \n";
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}
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cout << std::endl;
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cout << "Choose a device by number: ";
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unsigned int deviceSelection = 0;
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cin >> deviceSelection;
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cout << std::endl;
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captureReady = capture->initialize(capture->getAvailableDeviceName(deviceSelection), CAPTURE_FREQUENCY, CAPTURE_FORMAT);
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cout << "Ready to capture audio: " << std::boolalpha << captureReady << "\n \n";
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//Quick math to figure out how large our data should be for the duration of the record time
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const unsigned int targetRecordSize = CAPTURE_FREQUENCY * CAPTURE_DURATION * capture->getSampleSize();
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//Print various information
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cout << "Capture Device: " << capture->getDeviceName() << ". \n";
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cout << "Capture Frequency: " << CAPTURE_FREQUENCY << " hertz. \n";
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cout << "Capture Duration: " << CAPTURE_DURATION << " seconds. \n";
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cout << "Capture Format: " << formatName << ". \n";
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cout << "Sample Size: " << capture->getSampleSize() << " bytes. \n";
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cout << "Target size of audio: " << targetRecordSize << " bytes. \n";
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cout << std::endl;
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unsigned int currentsize = 0;
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cout << "Starting capture... \n";
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if(capture->beginCapture())
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{
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while(currentsize < targetRecordSize)
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{
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currentsize = capture->getCurrentCapturedAudioSize();
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//Sleep for 1 ms to free some CPU
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cAudio::cAudioSleep(1);
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}
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}
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capture->stopCapture();
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cout << "Capture stopped... \n \n";
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//Grab the total size again, ensures we get ALL the audio data
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//Not completely necessary, as starting a capture again will clear the old audio data
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currentsize = capture->getCurrentCapturedAudioSize();
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char* buffer = new char[currentsize];
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cout << "Captured " << capture->getCapturedAudio(buffer, currentsize) << " bytes of audio data. \n \n";
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//Create a IAudio object and load a sound from a file
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cAudio::IAudioSource* mysound = manager->createFromRaw("sound1", buffer, currentsize, CAPTURE_FREQUENCY, CAPTURE_FORMAT);
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delete buffer;
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if(mysound)
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{
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cout << "Playing back captured audio... \n \n";
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mysound->setVolume(1.0);
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//Set the IAudio Sound to play2d and loop
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mysound->play2d(false);
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while(mysound->isPlaying())
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{
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//Sleep for 10 ms to free some CPU
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cAudio::cAudioSleep(10);
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}
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}
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}
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// Always remember to destroy the interface once you are done with it
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cAudio::destroyAudioCapture(capture);
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capture = 0x0;
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}
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//Delete all IAudio sounds
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manager->releaseAllSources();
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//Shutdown cAudio
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manager->shutDown();
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cAudio::destroyAudioManager(manager);
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}
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else
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{
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std::cout << "Failed to create audio playback manager. \n";
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}
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std::cout << "Press any key to quit \n";
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std::cin.get();
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std::cin.get();
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return 0;
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}
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