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418 lines
17 KiB
HTML
418 lines
17 KiB
HTML
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<td><a href="../manual/index.html">Documentation</a></td>
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<td><a href="index.html">Examples</a></td>
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<a href="https://discord.gg/9vpqbjU"><img src="../../img/Discord-Logo-White.svg" style="margin:0; padding:0; height:32px; width:32px;"></a>
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<a rel="me" href="https://fosstodon.org/@mackron"><img src="../../img/mastodon_white.svg" style="margin:0; padding:0; height:24px; width:32px;"></a>
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<a href="https://github.com/mackron/miniaudio"><img src="../../img/github_white.png" style="margin:0; padding:0; height:24px; width:24px;"></a>
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<a href="../index.html" class="doc-navigation">Documentation Home</a><a href="../manual/index.html" class="doc-navigation">Programming Manual</a><a href="index.html" class="doc-navigation ">Examples</a><a href="custom_backend.html" class="doc-navigation doc-navigation-l1 ">Custom Backend</a><a href="custom_decoder.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder</a><a href="custom_decoder_engine.html" class="doc-navigation doc-navigation-l1 ">Custom Decoder Engine</a><a href="data_source_chaining.html" class="doc-navigation doc-navigation-l1 ">Data Source Chaining</a><a href="duplex_effect.html" class="doc-navigation doc-navigation-l1 ">Duplex Effect</a><a href="engine_advanced.html" class="doc-navigation doc-navigation-l1 ">Engine Advanced</a><a href="engine_effects.html" class="doc-navigation doc-navigation-l1 ">Engine Effects</a><a href="engine_hello_world.html" class="doc-navigation doc-navigation-l1 ">Engine Hello World</a><a href="engine_sdl.html" class="doc-navigation doc-navigation-l1 ">Engine Sdl</a><a href="engine_steamaudio.html" class="doc-navigation doc-navigation-l1 ">Engine Steamaudio</a><a href="hilo_interop.html" class="doc-navigation doc-navigation-l1 doc-navigation-active">Hilo Interop</a><a href="node_graph.html" class="doc-navigation doc-navigation-l1 ">Node Graph</a><a href="resource_manager.html" class="doc-navigation doc-navigation-l1 ">Resource Manager</a><a href="resource_manager_advanced.html" class="doc-navigation doc-navigation-l1 ">Resource Manager Advanced</a><a href="simple_capture.html" class="doc-navigation doc-navigation-l1 ">Simple Capture</a><a href="simple_duplex.html" class="doc-navigation doc-navigation-l1 ">Simple Duplex</a><a href="simple_enumeration.html" class="doc-navigation doc-navigation-l1 ">Simple Enumeration</a><a href="simple_loopback.html" class="doc-navigation doc-navigation-l1 ">Simple Loopback</a><a href="simple_looping.html" class="doc-navigation doc-navigation-l1 ">Simple Looping</a><a href="simple_mixing.html" class="doc-navigation doc-navigation-l1 ">Simple Mixing</a><a href="simple_playback.html" class="doc-navigation doc-navigation-l1 ">Simple Playback</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="simple_playback_sine.html" class="doc-navigation doc-navigation-l1 ">Simple Playback Sine</a><a href="simple_spatialization.html" class="doc-navigation doc-navigation-l1 ">Simple Spatialization</a><a href="../api/index.html" class="doc-navigation" style="border-bottom:none;">API Reference</a></div></td><td valign="top" style="padding:1em; border-left:solid 1px #bbb;">
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<h1>Hilo Interop</h1><p>
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Demonstrates interop between the high-level and the low-level API.
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</p>
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<p>
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In this example we are using <span style="font-family:monospace;">ma_device</span> (the low-level API) to capture data from the microphone
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which we then play back through the engine as a sound. We use a ring buffer to act as the data
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source for the sound.
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</p>
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<p>
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This is just a very basic example to show the general idea on how this might be achieved. In
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this example a ring buffer is being used as the intermediary data source, but you can use anything
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that works best for your situation. So long as the data is captured from the microphone, and then
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delivered to the sound (via a data source), you should be good to go.
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</p>
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<p>
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A more robust example would probably not want to use a ring buffer directly as the data source.
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Instead you would probably want to do a custom data source that handles underruns and overruns of
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the ring buffer and deals with desyncs between capture and playback. In the future this example
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may be updated to make use of a more advanced data source that handles all of this.</p>
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<div style="font-family:monospace; border:solid 1px #003800; border-left:solid 0.5em #003800; margin:1em 0em; width:100%;"><pre style="margin:0.5em 1em; padding:0; line-height:125%; overflow-x:auto; overflow-y:hidden;">
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<span style="color:#666666">#include</span> <span style="color:#cc3300">"../miniaudio.c"</span>
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<span style="color:#0033ff">static</span> <span style="color:#0099cc">ma_pcm_rb</span> rb;
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<span style="color:#0033ff">static</span> <span style="color:#0099cc">ma_device</span> device;
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<span style="color:#0033ff">static</span> ma_engine engine;
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<span style="color:#0033ff">static</span> ma_sound sound; <span style="color:#009900">/* The sound will be the playback of the capture side. */</span>
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<span style="color:#0033ff">void</span> capture_data_callback(<span style="color:#0099cc">ma_device</span>* pDevice, <span style="color:#0033ff">void</span>* pFramesOut, <span style="color:#0033ff">const</span> <span style="color:#0033ff">void</span>* pFramesIn, <span style="color:#0099cc">ma_uint32</span> frameCount)
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{
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<span style="color:#0099cc">ma_result</span> result;
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<span style="color:#0099cc">ma_uint32</span> framesWritten;
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(<span style="color:#0033ff">void</span>)pFramesOut;
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<span style="color:#009900">/* We need to write to the ring buffer. Need to do this in a loop. */</span>
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framesWritten = 0;
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<span style="color:#0033ff">while</span> (framesWritten < frameCount) {
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<span style="color:#0033ff">void</span>* pMappedBuffer;
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<span style="color:#0099cc">ma_uint32</span> framesToWrite = frameCount - framesWritten;
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result = ma_pcm_rb_acquire_write(&rb, &framesToWrite, &pMappedBuffer);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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<span style="color:#0033ff">break</span>;
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}
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<span style="color:#0033ff">if</span> (framesToWrite == 0) {
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<span style="color:#0033ff">break</span>;
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}
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<span style="color:#009900">/* Copy the data from the capture buffer to the ring buffer. */</span>
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ma_copy_pcm_frames(pMappedBuffer, ma_offset_pcm_frames_const_ptr_f32((<span style="color:#0033ff">const</span> <span style="color:#0033ff">float</span>*)pFramesIn, framesWritten, pDevice->capture.channels), framesToWrite, pDevice->capture.format, pDevice->capture.channels);
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result = ma_pcm_rb_commit_write(&rb, framesToWrite);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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<span style="color:#0033ff">break</span>;
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}
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framesWritten += framesToWrite;
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}
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}
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<span style="color:#0033ff">int</span> main(<span style="color:#0033ff">int</span> argc, <span style="color:#0033ff">char</span>** argv)
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{
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<span style="color:#0099cc">ma_result</span> result;
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<span style="color:#0099cc">ma_device_config</span> deviceConfig;
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<span style="color:#009900">/*
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The first thing we'll do is set up the capture side. There are two parts to this. The first is
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the device itself, and the other is the ring buffer. It doesn't matter what order we initialize
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these in, so long as the ring buffer is created before the device is started so that the
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callback can be guaranteed to have a valid destination. We'll initialize the device first, and
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then use the format, channels and sample rate to initialize the ring buffer.
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It's important that the sample format of the device is set to f32 because that's what the engine
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uses internally.
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*/</span>
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<span style="color:#009900">/* Initialize the capture device. */</span>
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deviceConfig = ma_device_config_init(ma_device_type_capture);
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deviceConfig.capture.format = ma_format_f32;
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deviceConfig.dataCallback = capture_data_callback;
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result = ma_device_init(NULL, &deviceConfig, &device);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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printf(<span style="color:#cc3300">"Failed to initialize capture device."</span>);
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<span style="color:#0033ff">return</span> -1;
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}
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<span style="color:#009900">/* Initialize the ring buffer. */</span>
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result = ma_pcm_rb_init(device.capture.format, device.capture.channels, device.capture.internalPeriodSizeInFrames * 5, NULL, NULL, &rb);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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printf(<span style="color:#cc3300">"Failed to initialize the ring buffer."</span>);
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<span style="color:#0033ff">return</span> -1;
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}
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<span style="color:#009900">/*
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Ring buffers don't require a sample rate for their normal operation, but we can associate it
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with a sample rate. We'll want to do this so the engine can resample if necessary.
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*/</span>
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ma_pcm_rb_set_sample_rate(&rb, device.sampleRate);
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<span style="color:#009900">/*
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At this point the capture side is set up and we can now set up the playback side. Here we are
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using <span style="font-family:monospace;">ma_engine</span> and linking the captured data to a sound so it can be manipulated just like
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any other sound in the world.
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Note that we have not yet started the capture device. Since the captured data is tied to a
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sound, we'll link the starting and stopping of the capture device to the starting and stopping
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of the sound.
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*/</span>
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<span style="color:#009900">/* We'll get the engine up and running before we start the capture device. */</span>
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result = ma_engine_init(NULL, &engine);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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printf(<span style="color:#cc3300">"Failed to initialize the engine."</span>);
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<span style="color:#0033ff">return</span> -1;
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}
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<span style="color:#009900">/*
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We can now create our sound. This is created from a data source, which in this example is a
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ring buffer. The capture side will be writing data into the ring buffer, whereas the sound
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will be reading from it.
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*/</span>
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result = ma_sound_init_from_data_source(&engine, &rb, 0, NULL, &sound);
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<span style="color:#0033ff">if</span> (result != MA_SUCCESS) {
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printf(<span style="color:#cc3300">"Failed to initialize the sound."</span>);
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<span style="color:#0033ff">return</span> -1;
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}
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<span style="color:#009900">/* Link the starting of the device and sound together. */</span>
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ma_device_start(&device);
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ma_sound_start(&sound);
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printf(<span style="color:#cc3300">"Press Enter to quit...\n"</span>);
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getchar();
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ma_sound_uninit(&sound);
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ma_engine_uninit(&engine);
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ma_device_uninit(&device);
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ma_pcm_rb_uninit(&rb);
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(<span style="color:#0033ff">void</span>)argc;
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(<span style="color:#0033ff">void</span>)argv;
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<span style="color:#0033ff">return</span> 0;
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}
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</pre></div></td>
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</tr></table>
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</div>
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<table style="margin:0 auto; padding:1em 0px; text-align:center;">
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<tr>
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<td style="vertical-align:center;"><a style="padding:0;" href="https://discord.gg/9vpqbjU"><img src="../../img/Discord-Logo-White.svg" style="padding:0; height:32px; width:32px;"></a></td>
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<td rel="me" style="vertical-align:center;"><a style="padding:0;" href="https://fosstodon.org/@mackron"><img src="../../img/mastodon_white.svg" style="padding:0; height:24px; width:32px;"></a></td>
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<td style="vertical-align:center;"><a style="padding:0;" href="https://github.com/mackron/miniaudio"><img src="../../img/github_white.png" style="padding:0; height:24px; width:24px;"></a></td>
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