如果我尝试使用IAudioClient
播放一个声音,我会在一开始就得到声音剪辑。但是,如果在调用Start
并将实际数据加载到缓冲区之后添加延迟,则一切正常。我知道设备需要一些时间来初始化,但没有办法知道它什么时候准备好了。
有没有办法知道音频引擎已经完全初始化,所有的数据都会在不剪切的情况下播放?这种情况有什么解决办法吗?我试图在应用程序启动期间创建一些未使用的设备,并保持它播放(什么都没有),以便所有随后创建的设备从一开始就工作,它的工作,但是否有任何其他(正确)
HRESULT hr = S_OK;
hr = CoInitialize(nullptr);
EXIT_ON_ERROR(hr)
IMMDeviceEnumerator* deviceEnumerator = nullptr;
hr = CoCreateInstance(__uuidof(MMDeviceEnumerator), nullptr, CLSCTX_ALL, __uuidof(IMMDeviceEnumerator), (void**)&deviceEnumerator);
EXIT_ON_ERROR(hr)
IMMDevice* device = nullptr;
hr = deviceEnumerator->GetDefaultAudioEndpoint(eRender, eConsole, &device);
EXIT_ON_ERROR(hr)
IAudioClient* audioClient = nullptr;
hr = device->Activate(__uuidof(IAudioClient), CLSCTX_ALL, nullptr, (void**)&audioClient);
EXIT_ON_ERROR(hr)
WAVEFORMATEX* waveFormat = nullptr;
hr = audioClient->GetMixFormat(&waveFormat);
EXIT_ON_ERROR(hr)
const REFERENCE_TIME requestedDuration = ReftimesPerSecond;
hr = audioClient->Initialize(AUDCLNT_SHAREMODE_SHARED, 0, requestedDuration, 0, waveFormat, nullptr);
EXIT_ON_ERROR(hr)
AudioSource audioSource;
hr = audioSource.Read("../short1.wav", *waveFormat);
EXIT_ON_ERROR(hr)
// Get the actual size of the allocated buffer.
UINT32 bufferFrameCount = 0;
hr = audioClient->GetBufferSize(&bufferFrameCount);
EXIT_ON_ERROR(hr)
IAudioRenderClient* renderClient = nullptr;
hr = audioClient->GetService(__uuidof(IAudioRenderClient), (void**)&renderClient);
EXIT_ON_ERROR(hr)
// Start playing.
hr = audioClient->Start();
EXIT_ON_ERROR(hr)
// If uncomment everything works.
//Sleep(500);
// Calculate the actual duration of the allocated buffer.
const REFERENCE_TIME actualDuration = ReftimesPerSecond * bufferFrameCount / waveFormat->nSamplesPerSec;
const REFERENCE_TIME halfActualDurationInMilliseconds = actualDuration / ReftimesPerMillisecond / 2;
DWORD flags = 0;
// Each loop fills about half of the shared buffer.
do
{
// See how much buffer space is available.
UINT32 paddingFrameCount = 0;
hr = audioClient->GetCurrentPadding(&paddingFrameCount);
EXIT_ON_ERROR(hr)
const UINT32 availableFrameCount = bufferFrameCount - paddingFrameCount;
// Grab all the available space in the shared buffer.
BYTE* data = nullptr;
hr = renderClient->GetBuffer(availableFrameCount, &data);
EXIT_ON_ERROR(hr)
// Get next 1/2-second of data from the audio source.
hr = audioSource.LoadData(availableFrameCount, data, &flags, *waveFormat);
EXIT_ON_ERROR(hr)
hr = renderClient->ReleaseBuffer(availableFrameCount, flags);
EXIT_ON_ERROR(hr)
// Sleep for half the buffer duration.
Sleep((DWORD)halfActualDurationInMilliseconds);
} while (flags != AUDCLNT_BUFFERFLAGS_SILENT);
// Wait for last data in buffer to play before stopping.
Sleep((DWORD)halfActualDurationInMilliseconds);
// Stop playing.
hr = audioClient->Stop();
EXIT_ON_ERROR(hr)
1条答案
按热度按时间5f0d552i1#
我会使用IAudioClient2,它里面有一个GetBufferSizeLimit方法:IAudioClient2