/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2017 - ROLI Ltd. JUCE is an open source library subject to commercial or open-source licensing. The code included in this file is provided under the terms of the ISC license http://www.isc.org/downloads/software-support-policy/isc-license. Permission To use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted provided that the above copyright notice and this permission notice appear in all copies. JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** Manages the state of some audio and midi i/o devices. This class keeps tracks of a currently-selected audio device, through with which it continuously streams data from an audio callback, as well as one or more midi inputs. The idea is that your application will create one global instance of this object, and let it take care of creating and deleting specific types of audio devices internally. So when the device is changed, your callbacks will just keep running without having to worry about this. The manager can save and reload all of its device settings as XML, which makes it very easy for you to save and reload the audio setup of your application. And to make it easy to let the user change its settings, there's a component to do just that - the AudioDeviceSelectorComponent class, which contains a set of device selection/sample-rate/latency controls. To use an AudioDeviceManager, create one, and use initialise() to set it up. Then call addAudioCallback() to register your audio callback with it, and use that to process your audio data. The manager also acts as a handy hub for incoming midi messages, allowing a listener to register for messages from either a specific midi device, or from whatever the current default midi input device is. The listener then doesn't have to worry about re-registering with different midi devices if they are changed or deleted. And yet another neat trick is that amount of CPU time being used is measured and available with the getCpuUsage() method. The AudioDeviceManager is a ChangeBroadcaster, and will send a change message to listeners whenever one of its settings is changed. @see AudioDeviceSelectorComponent, AudioIODevice, AudioIODeviceType @tags{Audio} */ class JUCE_API AudioDeviceManager : public ChangeBroadcaster { public: //============================================================================== /** Creates a default AudioDeviceManager. Initially no audio device will be selected. You should call the initialise() method and register an audio callback with setAudioCallback() before it'll be able to actually make any noise. */ AudioDeviceManager(); /** Destructor. */ ~AudioDeviceManager() override; //============================================================================== /** This structure holds a set of properties describing the current audio setup. An AudioDeviceManager uses this class to save/load its current settings, and to specify your preferred options when opening a device. @see AudioDeviceManager::setAudioDeviceSetup(), AudioDeviceManager::initialise() */ struct JUCE_API AudioDeviceSetup { /** The name of the audio device used for output. The name has to be one of the ones listed by the AudioDeviceManager's currently selected device type. This may be the same as the input device. An empty string indicates the default device. */ String outputDeviceName; /** The name of the audio device used for input. This may be the same as the output device. An empty string indicates the default device. */ String inputDeviceName; /** The current sample rate. This rate is used for both the input and output devices. A value of 0 indicates that you don't care what rate is used, and the device will choose a sensible rate for you. */ double sampleRate = 0; /** The buffer size, in samples. This buffer size is used for both the input and output devices. A value of 0 indicates the default buffer size. */ int bufferSize = 0; /** The set of active input channels. The bits that are set in this array indicate the channels of the input device that are active. If useDefaultInputChannels is true, this value is ignored. */ BigInteger inputChannels; /** If this is true, it indicates that the inputChannels array should be ignored, and instead, the device's default channels should be used. */ bool useDefaultInputChannels = true; /** The set of active output channels. The bits that are set in this array indicate the channels of the input device that are active. If useDefaultOutputChannels is true, this value is ignored. */ BigInteger outputChannels; /** If this is true, it indicates that the outputChannels array should be ignored, and instead, the device's default channels should be used. */ bool useDefaultOutputChannels = true; bool operator== (const AudioDeviceSetup&) const; bool operator!= (const AudioDeviceSetup&) const; }; //============================================================================== /** Opens a set of audio devices ready for use. This will attempt to open either a default audio device, or one that was previously saved as XML. @param numInputChannelsNeeded the maximum number of input channels your app would like to use (the actual number of channels opened may be less than the number requested) @param numOutputChannelsNeeded the maximum number of output channels your app would like to use (the actual number of channels opened may be less than the number requested) @param savedState either a previously-saved state that was produced by createStateXml(), or nullptr if you want the manager to choose the best device to open. @param selectDefaultDeviceOnFailure if true, then if the device specified in the XML fails to open, then a default device will be used instead. If false, then on failure, no device is opened. @param preferredDefaultDeviceName if this is not empty, and there's a device with this name, then that will be used as the default device (assuming that there wasn't one specified in the XML). The string can actually be a simple wildcard, containing "*" and "?" characters @param preferredSetupOptions if this is non-null, the structure will be used as the set of preferred settings when opening the device. If you use this parameter, the preferredDefaultDeviceName field will be ignored @returns an error message if anything went wrong, or an empty string if it worked ok. */ String initialise (int numInputChannelsNeeded, int numOutputChannelsNeeded, const XmlElement* savedState, bool selectDefaultDeviceOnFailure, const String& preferredDefaultDeviceName = String(), const AudioDeviceSetup* preferredSetupOptions = nullptr); /** Resets everything to a default device setup, clearing any stored settings. */ String initialiseWithDefaultDevices (int numInputChannelsNeeded, int numOutputChannelsNeeded); /** Returns some XML representing the current state of the manager. This stores the current device, its samplerate, block size, etc, and can be restored later with initialise(). Note that this can return a null pointer if no settings have been explicitly changed (i.e. if the device manager has just been left in its default state). */ XmlElement* createStateXml() const; //============================================================================== /** Returns the current device properties that are in use. @see setAudioDeviceSetup */ AudioDeviceSetup getAudioDeviceSetup() const; /** Returns the current device properties that are in use. This is an old method, kept around for compatibility, but you should prefer the new version which returns the result rather than taking an out-parameter. @see getAudioDeviceSetup() */ void getAudioDeviceSetup (AudioDeviceSetup& result) const; /** Changes the current device or its settings. If you want to change a device property, like the current sample rate or block size, you can call getAudioDeviceSetup() to retrieve the current settings, then tweak the appropriate fields in the AudioDeviceSetup structure, and pass it back into this method to apply the new settings. @param newSetup the settings that you'd like to use @param treatAsChosenDevice if this is true and if the device opens correctly, these new settings will be taken as having been explicitly chosen by the user, and the next time createStateXml() is called, these settings will be returned. If it's false, then the device is treated as a temporary or default device, and a call to createStateXml() will return either the last settings that were made with treatAsChosenDevice as true, or the last XML settings that were passed into initialise(). @returns an error message if anything went wrong, or an empty string if it worked ok. @see getAudioDeviceSetup */ String setAudioDeviceSetup (const AudioDeviceSetup& newSetup, bool treatAsChosenDevice); /** Returns the currently-active audio device. */ AudioIODevice* getCurrentAudioDevice() const noexcept { return currentAudioDevice.get(); } /** Returns the type of audio device currently in use. @see setCurrentAudioDeviceType */ String getCurrentAudioDeviceType() const { return currentDeviceType; } /** Returns the currently active audio device type object. Don't keep a copy of this pointer - it's owned by the device manager and could change at any time. */ AudioIODeviceType* getCurrentDeviceTypeObject() const; /** Changes the class of audio device being used. This switches between, e.g. ASIO and DirectSound. On the Mac you probably won't ever call this because there's only one type: CoreAudio. For a list of types, see getAvailableDeviceTypes(). */ void setCurrentAudioDeviceType (const String& type, bool treatAsChosenDevice); /** Closes the currently-open device. You can call restartLastAudioDevice() later to reopen it in the same state that it was just in. */ void closeAudioDevice(); /** Tries to reload the last audio device that was running. Note that this only reloads the last device that was running before closeAudioDevice() was called - it doesn't reload any kind of saved-state, and can only be called after a device has been opened with SetAudioDevice(). If a device is already open, this call will do nothing. */ void restartLastAudioDevice(); //============================================================================== /** Registers an audio callback to be used. The manager will redirect callbacks from whatever audio device is currently in use to all registered callback objects. If more than one callback is active, they will all be given the same input data, and their outputs will be summed. If necessary, this method will invoke audioDeviceAboutToStart() on the callback object before returning. To remove a callback, use removeAudioCallback(). */ void addAudioCallback (AudioIODeviceCallback* newCallback); /** Deregisters a previously added callback. If necessary, this method will invoke audioDeviceStopped() on the callback object before returning. @see addAudioCallback */ void removeAudioCallback (AudioIODeviceCallback* callback); //============================================================================== /** Returns the average proportion of available CPU being spent inside the audio callbacks. @returns A value between 0 and 1.0 to indicate the approximate proportion of CPU time spent in the callbacks. */ double getCpuUsage() const; //============================================================================== /** Enables or disables a midi input device. The list of devices can be obtained with the MidiInput::getDevices() method. Any incoming messages from enabled input devices will be forwarded on to all the listeners that have been registered with the addMidiInputCallback() method. They can either register for messages from a particular device, or from just the "default" midi input. Routing the midi input via an AudioDeviceManager means that when a listener registers for the default midi input, this default device can be changed by the manager without the listeners having to know about it or re-register. It also means that a listener can stay registered for a midi input that is disabled or not present, so that when the input is re-enabled, the listener will start receiving messages again. @see addMidiInputCallback, isMidiInputEnabled */ void setMidiInputEnabled (const String& midiInputDeviceName, bool enabled); /** Returns true if a given midi input device is being used. @see setMidiInputEnabled */ bool isMidiInputEnabled (const String& midiInputDeviceName) const; /** Registers a listener for callbacks when midi events arrive from a midi input. The device name can be empty to indicate that it wants to receive all incoming events from all the enabled MIDI inputs. Or it can be the name of one of the MIDI input devices if it just wants the events from that device. (see MidiInput::getDevices() for the list of device names). Only devices which are enabled (see the setMidiInputEnabled() method) will have their events forwarded on to listeners. */ void addMidiInputCallback (const String& midiInputDeviceName, MidiInputCallback* callback); /** Removes a listener that was previously registered with addMidiInputCallback(). */ void removeMidiInputCallback (const String& midiInputDeviceName, MidiInputCallback* callback); //============================================================================== /** Sets a midi output device to use as the default. The list of devices can be obtained with the MidiOutput::getDevices() method. The specified device will be opened automatically and can be retrieved with the getDefaultMidiOutput() method. Pass in an empty string to deselect all devices. For the default device, you can use MidiOutput::getDevices() [MidiOutput::getDefaultDeviceIndex()]. @see getDefaultMidiOutput, getDefaultMidiOutputName */ void setDefaultMidiOutput (const String& deviceName); /** Returns the name of the default midi output. @see setDefaultMidiOutput, getDefaultMidiOutput */ const String& getDefaultMidiOutputName() const noexcept { return defaultMidiOutputName; } /** Returns the current default midi output device. If no device has been selected, or the device can't be opened, this will return nullptr. @see getDefaultMidiOutputName */ MidiOutput* getDefaultMidiOutput() const noexcept { return defaultMidiOutput.get(); } /** Returns a list of the types of device supported. */ const OwnedArray& getAvailableDeviceTypes(); //============================================================================== /** Creates a list of available types. This will add a set of new AudioIODeviceType objects to the specified list, to represent each available types of device. You can override this if your app needs to do something specific, like avoid using DirectSound devices, etc. */ virtual void createAudioDeviceTypes (OwnedArray& types); /** Adds a new device type to the list of types. The manager will take ownership of the object that is passed-in. */ void addAudioDeviceType (AudioIODeviceType* newDeviceType); //============================================================================== /** Plays a beep through the current audio device. This is here to allow the audio setup UI panels to easily include a "test" button so that the user can check where the audio is coming from. */ void playTestSound(); //============================================================================== /** A simple reference-counted struct that holds a level-meter value that can be read using getCurrentLevel(). This is used to ensure that the level processing code is only executed when something holds a reference to one of these objects and will be bypassed otherwise. @see getInputLevelGetter, getOutputLevelGetter */ struct LevelMeter : public ReferenceCountedObject { LevelMeter() noexcept; double getCurrentLevel() const noexcept; using Ptr = ReferenceCountedObjectPtr; private: friend class AudioDeviceManager; Atomic level { 0 }; void updateLevel (const float* const*, int numChannels, int numSamples) noexcept; }; /** Returns a reference-counted object that can be used to get the current input level. You need to store this object locally to ensure that the reference count is incremented and decremented properly. The current input level value can be read using getCurrentLevel(). */ LevelMeter::Ptr getInputLevelGetter() noexcept { return inputLevelGetter; } /** Returns a reference-counted object that can be used to get the current output level. You need to store this object locally to ensure that the reference count is incremented and decremented properly. The current output level value can be read using getCurrentLevel(). */ LevelMeter::Ptr getOutputLevelGetter() noexcept { return outputLevelGetter; } //============================================================================== /** Returns the a lock that can be used to synchronise access to the audio callback. Obviously while this is locked, you're blocking the audio thread from running, so it must only be used for very brief periods when absolutely necessary. */ CriticalSection& getAudioCallbackLock() noexcept { return audioCallbackLock; } /** Returns the a lock that can be used to synchronise access to the midi callback. Obviously while this is locked, you're blocking the midi system from running, so it must only be used for very brief periods when absolutely necessary. */ CriticalSection& getMidiCallbackLock() noexcept { return midiCallbackLock; } //============================================================================== /** Returns the number of under- or over runs reported. This method will use the underlying device's native getXRunCount if it supports it. Otherwise it will estimate the number of under-/overruns by measuring the time it spent in the audio callback. */ int getXRunCount() const noexcept; private: //============================================================================== OwnedArray availableDeviceTypes; OwnedArray lastDeviceTypeConfigs; AudioDeviceSetup currentSetup; std::unique_ptr currentAudioDevice; Array callbacks; int numInputChansNeeded = 0, numOutputChansNeeded = 2; String preferredDeviceName, currentDeviceType; BigInteger inputChannels, outputChannels; std::unique_ptr lastExplicitSettings; mutable bool listNeedsScanning = true; AudioBuffer tempBuffer; struct MidiCallbackInfo { String deviceName; MidiInputCallback* callback; }; StringArray midiInsFromXml; OwnedArray enabledMidiInputs; Array midiCallbacks; String defaultMidiOutputName; std::unique_ptr defaultMidiOutput; CriticalSection audioCallbackLock, midiCallbackLock; std::unique_ptr> testSound; int testSoundPosition = 0; AudioProcessLoadMeasurer loadMeasurer; LevelMeter::Ptr inputLevelGetter { new LevelMeter() }, outputLevelGetter { new LevelMeter() }; //============================================================================== class CallbackHandler; std::unique_ptr callbackHandler; void audioDeviceIOCallbackInt (const float** inputChannelData, int totalNumInputChannels, float** outputChannelData, int totalNumOutputChannels, int numSamples); void audioDeviceAboutToStartInt (AudioIODevice*); void audioDeviceStoppedInt(); void audioDeviceErrorInt (const String&); void handleIncomingMidiMessageInt (MidiInput*, const MidiMessage&); void audioDeviceListChanged(); String restartDevice (int blockSizeToUse, double sampleRateToUse, const BigInteger& ins, const BigInteger& outs); void stopDevice(); void updateXml(); void createDeviceTypesIfNeeded(); void scanDevicesIfNeeded(); void deleteCurrentDevice(); double chooseBestSampleRate (double preferred) const; int chooseBestBufferSize (int preferred) const; void insertDefaultDeviceNames (AudioDeviceSetup&) const; String initialiseDefault (const String& preferredDefaultDeviceName, const AudioDeviceSetup*); String initialiseFromXML (const XmlElement&, bool selectDefaultDeviceOnFailure, const String& preferredDefaultDeviceName, const AudioDeviceSetup*); AudioIODeviceType* findType (const String& inputName, const String& outputName); AudioIODeviceType* findType (const String& typeName); JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioDeviceManager) }; } // namespace juce