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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_AUDIODEVICEMANAGER_H_INCLUDED
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#define JUCE_AUDIODEVICEMANAGER_H_INCLUDED
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//==============================================================================
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/**
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Manages the state of some audio and midi i/o devices.
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This class keeps tracks of a currently-selected audio device, through
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with which it continuously streams data from an audio callback, as well as
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one or more midi inputs.
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The idea is that your application will create one global instance of this object,
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and let it take care of creating and deleting specific types of audio devices
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internally. So when the device is changed, your callbacks will just keep running
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without having to worry about this.
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The manager can save and reload all of its device settings as XML, which
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makes it very easy for you to save and reload the audio setup of your
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application.
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And to make it easy to let the user change its settings, there's a component
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to do just that - the AudioDeviceSelectorComponent class, which contains a set of
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device selection/sample-rate/latency controls.
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To use an AudioDeviceManager, create one, and use initialise() to set it up. Then
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call addAudioCallback() to register your audio callback with it, and use that to process
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your audio data.
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The manager also acts as a handy hub for incoming midi messages, allowing a
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listener to register for messages from either a specific midi device, or from whatever
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the current default midi input device is. The listener then doesn't have to worry about
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re-registering with different midi devices if they are changed or deleted.
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And yet another neat trick is that amount of CPU time being used is measured and
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available with the getCpuUsage() method.
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The AudioDeviceManager is a ChangeBroadcaster, and will send a change message to
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listeners whenever one of its settings is changed.
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@see AudioDeviceSelectorComponent, AudioIODevice, AudioIODeviceType
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*/
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class JUCE_API AudioDeviceManager : public ChangeBroadcaster
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{
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public:
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//==============================================================================
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/** Creates a default AudioDeviceManager.
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Initially no audio device will be selected. You should call the initialise() method
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and register an audio callback with setAudioCallback() before it'll be able to
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actually make any noise.
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*/
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AudioDeviceManager();
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/** Destructor. */
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~AudioDeviceManager();
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//==============================================================================
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/**
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This structure holds a set of properties describing the current audio setup.
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An AudioDeviceManager uses this class to save/load its current settings, and to
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specify your preferred options when opening a device.
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@see AudioDeviceManager::setAudioDeviceSetup(), AudioDeviceManager::initialise()
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*/
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struct JUCE_API AudioDeviceSetup
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{
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/** Creates an AudioDeviceSetup object.
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The default constructor sets all the member variables to indicate default values.
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You can then fill-in any values you want to before passing the object to
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AudioDeviceManager::initialise().
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*/
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AudioDeviceSetup();
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bool operator== (const AudioDeviceSetup& other) const;
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/** The name of the audio device used for output.
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The name has to be one of the ones listed by the AudioDeviceManager's currently
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selected device type.
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This may be the same as the input device.
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An empty string indicates the default device.
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*/
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String outputDeviceName;
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/** The name of the audio device used for input.
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This may be the same as the output device.
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An empty string indicates the default device.
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*/
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String inputDeviceName;
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/** The current sample rate.
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This rate is used for both the input and output devices.
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A value of 0 indicates that you don't care what rate is used, and the
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device will choose a sensible rate for you.
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*/
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double sampleRate;
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/** The buffer size, in samples.
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This buffer size is used for both the input and output devices.
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A value of 0 indicates the default buffer size.
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*/
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int bufferSize;
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/** The set of active input channels.
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The bits that are set in this array indicate the channels of the
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input device that are active.
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If useDefaultInputChannels is true, this value is ignored.
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*/
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BigInteger inputChannels;
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/** If this is true, it indicates that the inputChannels array
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should be ignored, and instead, the device's default channels
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should be used.
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*/
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bool useDefaultInputChannels;
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/** The set of active output channels.
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The bits that are set in this array indicate the channels of the
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input device that are active.
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If useDefaultOutputChannels is true, this value is ignored.
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*/
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BigInteger outputChannels;
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/** If this is true, it indicates that the outputChannels array
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should be ignored, and instead, the device's default channels
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should be used.
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*/
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bool useDefaultOutputChannels;
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};
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//==============================================================================
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/** Opens a set of audio devices ready for use.
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This will attempt to open either a default audio device, or one that was
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previously saved as XML.
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@param numInputChannelsNeeded the maximum number of input channels your app would like to
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use (the actual number of channels opened may be less than
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the number requested)
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@param numOutputChannelsNeeded the maximum number of output channels your app would like to
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use (the actual number of channels opened may be less than
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the number requested)
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@param savedState either a previously-saved state that was produced
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by createStateXml(), or nullptr if you want the manager
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to choose the best device to open.
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@param selectDefaultDeviceOnFailure if true, then if the device specified in the XML
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fails to open, then a default device will be used
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instead. If false, then on failure, no device is
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opened.
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@param preferredDefaultDeviceName if this is not empty, and there's a device with this
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name, then that will be used as the default device
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(assuming that there wasn't one specified in the XML).
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The string can actually be a simple wildcard, containing "*"
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and "?" characters
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@param preferredSetupOptions if this is non-null, the structure will be used as the
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set of preferred settings when opening the device. If you
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use this parameter, the preferredDefaultDeviceName
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field will be ignored
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@returns an error message if anything went wrong, or an empty string if it worked ok.
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*/
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String initialise (int numInputChannelsNeeded,
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int numOutputChannelsNeeded,
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const XmlElement* savedState,
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bool selectDefaultDeviceOnFailure,
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const String& preferredDefaultDeviceName = String(),
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const AudioDeviceSetup* preferredSetupOptions = 0);
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/** Returns some XML representing the current state of the manager.
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This stores the current device, its samplerate, block size, etc, and
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can be restored later with initialise().
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Note that this can return a null pointer if no settings have been explicitly changed
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(i.e. if the device manager has just been left in its default state).
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*/
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XmlElement* createStateXml() const;
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//==============================================================================
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/** Returns the current device properties that are in use.
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@see setAudioDeviceSetup
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*/
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void getAudioDeviceSetup (AudioDeviceSetup& setup);
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/** Changes the current device or its settings.
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If you want to change a device property, like the current sample rate or
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block size, you can call getAudioDeviceSetup() to retrieve the current
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settings, then tweak the appropriate fields in the AudioDeviceSetup structure,
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and pass it back into this method to apply the new settings.
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@param newSetup the settings that you'd like to use
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@param treatAsChosenDevice if this is true and if the device opens correctly, these new
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settings will be taken as having been explicitly chosen by the
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user, and the next time createStateXml() is called, these settings
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will be returned. If it's false, then the device is treated as a
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temporary or default device, and a call to createStateXml() will
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return either the last settings that were made with treatAsChosenDevice
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as true, or the last XML settings that were passed into initialise().
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@returns an error message if anything went wrong, or an empty string if it worked ok.
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@see getAudioDeviceSetup
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*/
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String setAudioDeviceSetup (const AudioDeviceSetup& newSetup,
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bool treatAsChosenDevice);
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/** Returns the currently-active audio device. */
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AudioIODevice* getCurrentAudioDevice() const noexcept { return currentAudioDevice; }
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/** Returns the type of audio device currently in use.
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@see setCurrentAudioDeviceType
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*/
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String getCurrentAudioDeviceType() const { return currentDeviceType; }
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/** Returns the currently active audio device type object.
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Don't keep a copy of this pointer - it's owned by the device manager and could
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change at any time.
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*/
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AudioIODeviceType* getCurrentDeviceTypeObject() const;
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/** Changes the class of audio device being used.
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This switches between, e.g. ASIO and DirectSound. On the Mac you probably won't ever call
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this because there's only one type: CoreAudio.
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For a list of types, see getAvailableDeviceTypes().
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*/
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void setCurrentAudioDeviceType (const String& type,
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bool treatAsChosenDevice);
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/** Closes the currently-open device.
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You can call restartLastAudioDevice() later to reopen it in the same state
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that it was just in.
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*/
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void closeAudioDevice();
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/** Tries to reload the last audio device that was running.
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Note that this only reloads the last device that was running before
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closeAudioDevice() was called - it doesn't reload any kind of saved-state,
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and can only be called after a device has been opened with SetAudioDevice().
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If a device is already open, this call will do nothing.
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*/
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void restartLastAudioDevice();
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//==============================================================================
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/** Registers an audio callback to be used.
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The manager will redirect callbacks from whatever audio device is currently
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in use to all registered callback objects. If more than one callback is
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active, they will all be given the same input data, and their outputs will
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be summed.
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If necessary, this method will invoke audioDeviceAboutToStart() on the callback
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object before returning.
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To remove a callback, use removeAudioCallback().
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*/
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void addAudioCallback (AudioIODeviceCallback* newCallback);
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/** Deregisters a previously added callback.
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If necessary, this method will invoke audioDeviceStopped() on the callback
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object before returning.
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@see addAudioCallback
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*/
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void removeAudioCallback (AudioIODeviceCallback* callback);
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//==============================================================================
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/** Returns the average proportion of available CPU being spent inside the audio callbacks.
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Returns a value between 0 and 1.0
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*/
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double getCpuUsage() const;
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//==============================================================================
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/** Enables or disables a midi input device.
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The list of devices can be obtained with the MidiInput::getDevices() method.
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Any incoming messages from enabled input devices will be forwarded on to all the
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listeners that have been registered with the addMidiInputCallback() method. They
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can either register for messages from a particular device, or from just the
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"default" midi input.
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Routing the midi input via an AudioDeviceManager means that when a listener
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registers for the default midi input, this default device can be changed by the
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manager without the listeners having to know about it or re-register.
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It also means that a listener can stay registered for a midi input that is disabled
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or not present, so that when the input is re-enabled, the listener will start
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receiving messages again.
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@see addMidiInputCallback, isMidiInputEnabled
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*/
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void setMidiInputEnabled (const String& midiInputDeviceName, bool enabled);
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/** Returns true if a given midi input device is being used.
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@see setMidiInputEnabled
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*/
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bool isMidiInputEnabled (const String& midiInputDeviceName) const;
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/** Registers a listener for callbacks when midi events arrive from a midi input.
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The device name can be empty to indicate that it wants events from whatever the
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current "default" device is. Or it can be the name of one of the midi input devices
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(see MidiInput::getDevices() for the names).
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Only devices which are enabled (see the setMidiInputEnabled() method) will have their
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events forwarded on to listeners.
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*/
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void addMidiInputCallback (const String& midiInputDeviceName,
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MidiInputCallback* callback);
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/** Removes a listener that was previously registered with addMidiInputCallback().
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*/
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void removeMidiInputCallback (const String& midiInputDeviceName,
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MidiInputCallback* callback);
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//==============================================================================
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/** Sets a midi output device to use as the default.
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The list of devices can be obtained with the MidiOutput::getDevices() method.
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The specified device will be opened automatically and can be retrieved with the
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getDefaultMidiOutput() method.
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Pass in an empty string to deselect all devices. For the default device, you
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can use MidiOutput::getDevices() [MidiOutput::getDefaultDeviceIndex()].
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@see getDefaultMidiOutput, getDefaultMidiOutputName
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*/
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void setDefaultMidiOutput (const String& deviceName);
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/** Returns the name of the default midi output.
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@see setDefaultMidiOutput, getDefaultMidiOutput
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*/
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String getDefaultMidiOutputName() const { return defaultMidiOutputName; }
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/** Returns the current default midi output device.
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If no device has been selected, or the device can't be opened, this will
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return 0.
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@see getDefaultMidiOutputName
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*/
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MidiOutput* getDefaultMidiOutput() const noexcept { return defaultMidiOutput; }
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/** Returns a list of the types of device supported.
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*/
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const OwnedArray <AudioIODeviceType>& getAvailableDeviceTypes();
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//==============================================================================
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/** Creates a list of available types.
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This will add a set of new AudioIODeviceType objects to the specified list, to
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represent each available types of device.
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You can override this if your app needs to do something specific, like avoid
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using DirectSound devices, etc.
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*/
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virtual void createAudioDeviceTypes (OwnedArray <AudioIODeviceType>& types);
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/** Adds a new device type to the list of types.
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The manager will take ownership of the object that is passed-in.
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*/
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void addAudioDeviceType (AudioIODeviceType* newDeviceType);
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//==============================================================================
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/** Plays a beep through the current audio device.
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This is here to allow the audio setup UI panels to easily include a "test"
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button so that the user can check where the audio is coming from.
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*/
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void playTestSound();
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/** Turns on level-measuring.
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When enabled, the device manager will measure the peak input level
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across all channels, and you can get this level by calling getCurrentInputLevel().
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This is mainly intended for audio setup UI panels to use to create a mic
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level display, so that the user can check that they've selected the right
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device.
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A simple filter is used to make the level decay smoothly, but this is
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only intended for giving rough feedback, and not for any kind of accurate
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measurement.
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*/
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void enableInputLevelMeasurement (bool enableMeasurement);
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/** Returns the current input level.
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To use this, you must first enable it by calling enableInputLevelMeasurement().
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See enableInputLevelMeasurement() for more info.
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*/
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double getCurrentInputLevel() const;
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/** Returns the a lock that can be used to synchronise access to the audio callback.
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Obviously while this is locked, you're blocking the audio thread from running, so
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it must only be used for very brief periods when absolutely necessary.
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*/
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CriticalSection& getAudioCallbackLock() noexcept { return audioCallbackLock; }
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/** Returns the a lock that can be used to synchronise access to the midi callback.
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Obviously while this is locked, you're blocking the midi system from running, so
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it must only be used for very brief periods when absolutely necessary.
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*/
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CriticalSection& getMidiCallbackLock() noexcept { return midiCallbackLock; }
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private:
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//==============================================================================
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OwnedArray <AudioIODeviceType> availableDeviceTypes;
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OwnedArray <AudioDeviceSetup> lastDeviceTypeConfigs;
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AudioDeviceSetup currentSetup;
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ScopedPointer <AudioIODevice> currentAudioDevice;
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Array <AudioIODeviceCallback*> callbacks;
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int numInputChansNeeded, numOutputChansNeeded;
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String currentDeviceType;
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BigInteger inputChannels, outputChannels;
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ScopedPointer <XmlElement> lastExplicitSettings;
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mutable bool listNeedsScanning;
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bool useInputNames;
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Atomic<int> inputLevelMeasurementEnabledCount;
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double inputLevel;
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ScopedPointer <AudioSampleBuffer> testSound;
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int testSoundPosition;
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AudioSampleBuffer tempBuffer;
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StringArray midiInsFromXml;
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OwnedArray <MidiInput> enabledMidiInputs;
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Array <MidiInputCallback*> midiCallbacks;
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StringArray midiCallbackDevices;
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String defaultMidiOutputName;
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ScopedPointer <MidiOutput> defaultMidiOutput;
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CriticalSection audioCallbackLock, midiCallbackLock;
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double cpuUsageMs, timeToCpuScale;
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//==============================================================================
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class CallbackHandler;
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friend class CallbackHandler;
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friend struct ContainerDeletePolicy<CallbackHandler>;
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ScopedPointer<CallbackHandler> callbackHandler;
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void audioDeviceIOCallbackInt (const float** inputChannelData, int totalNumInputChannels,
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float** outputChannelData, int totalNumOutputChannels, int numSamples);
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void audioDeviceAboutToStartInt (AudioIODevice*);
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void audioDeviceStoppedInt();
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void audioDeviceErrorInt (const String&);
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void handleIncomingMidiMessageInt (MidiInput*, const MidiMessage&);
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void audioDeviceListChanged();
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String restartDevice (int blockSizeToUse, double sampleRateToUse,
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const BigInteger& ins, const BigInteger& outs);
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void stopDevice();
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void updateXml();
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void createDeviceTypesIfNeeded();
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void scanDevicesIfNeeded();
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void deleteCurrentDevice();
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double chooseBestSampleRate (double preferred) const;
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int chooseBestBufferSize (int preferred) const;
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void insertDefaultDeviceNames (AudioDeviceSetup&) const;
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AudioIODeviceType* findType (const String& inputName, const String& outputName);
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AudioIODeviceType* findType (const String& typeName);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioDeviceManager)
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|
};
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#endif // JUCE_AUDIODEVICEMANAGER_H_INCLUDED
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