Files
UnrealEngine/Engine/Source/Runtime/Android/AudioMixerAndroid/Private/AudioMixerPlatformAndroid.h
2025-05-18 13:04:45 +08:00

76 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AudioMixer.h"
#include "DSP/Dsp.h"
#include <SLES/OpenSLES.h>
#include "SLES/OpenSLES_Android.h"
// Any platform defines
namespace Audio
{
class FMixerPlatformAndroid : public IAudioMixerPlatformInterface
{
public:
FMixerPlatformAndroid();
~FMixerPlatformAndroid();
//~ Begin IAudioMixerPlatformInterface
virtual FString GetPlatformApi() const override { return TEXT("OpenSLES"); }
virtual bool InitializeHardware() override;
virtual bool TeardownHardware() override;
virtual bool IsInitialized() const override;
virtual bool GetNumOutputDevices(uint32& OutNumOutputDevices) override;
virtual bool GetOutputDeviceInfo(const uint32 InDeviceIndex, FAudioPlatformDeviceInfo& OutInfo) override;
virtual bool GetDefaultOutputDeviceIndex(uint32& OutDefaultDeviceIndex) const override;
virtual bool OpenAudioStream(const FAudioMixerOpenStreamParams& Params) override;
virtual bool CloseAudioStream() override;
virtual bool StartAudioStream() override;
virtual bool StopAudioStream() override;
virtual FAudioPlatformDeviceInfo GetPlatformDeviceInfo() const override;
virtual void SubmitBuffer(const uint8* Buffer) override;
virtual FString GetDefaultDeviceName() override;
virtual FAudioPlatformSettings GetPlatformSettings() const override;
virtual void SuspendContext() override;
virtual void ResumeContext() override;
//~ End IAudioMixerPlatformInterface
private:
const TCHAR* GetErrorString(SLresult Result);
int32 GetDeviceBufferSize(int32 RenderCallbackSize) const;
SLObjectItf SL_EngineObject;
SLEngineItf SL_EngineEngine;
SLObjectItf SL_OutputMixObject;
SLObjectItf SL_PlayerObject;
SLPlayItf SL_PlayerPlayInterface;
SLAndroidSimpleBufferQueueItf SL_PlayerBufferQueue;
FCriticalSection SuspendedCriticalSection;
bool bSuspended;
bool bInitialized;
bool bInCallback;
// This buffer is pushed to and popped from in the SubmitBuffer callback.
// This is required for devices that require frame counts per callback that are not powers of two.
Audio::TCircularAudioBuffer<int16> CircularOutputBuffer;
// This is the buffer we pop CircularOutputBuffer into in SubmitBuffer.
TArray<int16> DeviceBuffer;
int32 NumSamplesPerRenderCallback;
int32 NumSamplesPerDeviceCallback;
static void OpenSLBufferQueueCallback( SLAndroidSimpleBufferQueueItf InQueueInterface, void* pContext );
};
}