caudio/Examples/Tutorial4_AudioCapture/main.cpp
Joshua Jones 3f06749573 Minor API changes to the manager, release is now releaseAllSources, createFromFile is now create.
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.
2010-02-13 05:48:19 +00:00

144 lines
4.8 KiB
C++

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