godot/drivers/coreaudio/audio_driver_coreaudio.h
Ruslan Mustakov 96301e934d Resume audio on iOS after phone call or alarm
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
2018-05-07 15:48:46 +07:00

101 lines
3.6 KiB
C++

/*************************************************************************/
/* audio_driver_coreaudio.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef COREAUDIO_ENABLED
#ifndef AUDIO_DRIVER_COREAUDIO_H
#define AUDIO_DRIVER_COREAUDIO_H
#include "servers/audio_server.h"
#include <AudioUnit/AudioUnit.h>
#ifdef OSX_ENABLED
#include <CoreAudio/AudioHardware.h>
#endif
class AudioDriverCoreAudio : public AudioDriver {
AudioComponentInstance audio_unit;
bool active;
Mutex *mutex;
String device_name;
int mix_rate;
unsigned int channels;
unsigned int buffer_frames;
unsigned int buffer_size;
Vector<int32_t> samples_in;
#ifdef OSX_ENABLED
static OSStatus output_device_address_cb(AudioObjectID inObjectID,
UInt32 inNumberAddresses, const AudioObjectPropertyAddress *inAddresses,
void *inClientData);
#endif
static OSStatus output_callback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber, UInt32 inNumberFrames,
AudioBufferList *ioData);
Error init_device();
Error finish_device();
public:
const char *get_name() const {
return "CoreAudio";
};
virtual Error init();
virtual void start();
virtual int get_mix_rate() const;
virtual SpeakerMode get_speaker_mode() const;
#ifdef OSX_ENABLED
virtual Array get_device_list();
virtual String get_device();
virtual void set_device(String device);
#endif
virtual void lock();
virtual void unlock();
virtual void finish();
bool try_lock();
void stop();
AudioDriverCoreAudio();
~AudioDriverCoreAudio();
};
#endif
#endif