Files
UnrealEngine/Engine/Source/Runtime/AudioCaptureImplementations/IOS/AudioCaptureAudioUnit/Private/AudioCaptureAudioUnit.h
2025-05-18 13:04:45 +08:00

46 lines
1.7 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;
bool bIsHardwareVoiceProcessingSupported;
};
}