2022-06-29 14:45:17 +03:00

124 lines
4.5 KiB
C#

#if PHOTON_VOICE_WINDOWS || UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace Photon.Voice.Windows
{
#pragma warning disable 0414
public class MonoPInvokeCallbackAttribute : System.Attribute
{
private Type type;
public MonoPInvokeCallbackAttribute(Type t) { type = t; }
}
#pragma warning restore 0414
public class WindowsAudioInPusher : IAudioPusher<short>
{
enum SystemMode
{
SINGLE_CHANNEL_AEC = 0,
OPTIBEAM_ARRAY_ONLY = 2,
OPTIBEAM_ARRAY_AND_AEC = 4,
SINGLE_CHANNEL_NSAGC = 5,
}
[DllImport("AudioIn")]
private static extern IntPtr Photon_Audio_In_Create(int instanceID, SystemMode systemMode, int micDevIdx, int spkDevIdx, Action<int, IntPtr, int> callback, bool featrModeOn, bool noiseSup, bool agc, bool cntrClip);
[DllImport("AudioIn")]
private static extern void Photon_Audio_In_Destroy(IntPtr handler);
private delegate void CallbackDelegate(int instanceID, IntPtr buf, int len);
IntPtr handle;
int instanceID;
Action<short[]> pushCallback;
ObjectFactory<short[], int> bufferFactory;
public WindowsAudioInPusher(int deviceID, ILogger logger)
{
try
{
lock (instancePerHandle)
{
// use default playback device
handle = Photon_Audio_In_Create(instanceCnt, SystemMode.SINGLE_CHANNEL_AEC, deviceID, -1, nativePushCallback, true, true, true, true); // defaults in original ms sample: false, true, false, false
this.instanceID = instanceCnt;
instancePerHandle.Add(instanceCnt++, this);
}
}
catch (Exception e)
{
Error = e.ToString();
if (Error == null) // should never happen but since Error used as validity flag, make sure that it's not null
{
Error = "Exception in WindowsAudioInPusher constructor";
}
logger.LogError("[PV] WindowsAudioInPusher: " + Error);
}
}
// IL2CPP does not support marshaling delegates that point to instance methods to native code.
// Using static method and per instance table.
static int instanceCnt;
private static Dictionary<int, WindowsAudioInPusher> instancePerHandle = new Dictionary<int, WindowsAudioInPusher>();
[MonoPInvokeCallbackAttribute(typeof(CallbackDelegate))]
private static void nativePushCallback(int instanceID, IntPtr buf, int len)
{
WindowsAudioInPusher instance;
bool ok;
lock (instancePerHandle)
{
ok = instancePerHandle.TryGetValue(instanceID, out instance);
}
if (ok)
{
instance.push(buf, len);
}
}
// Supposed to be called once at voice initialization.
// Otherwise recreate native object (instead of adding 'set callback' method to native interface)
public void SetCallback(Action<short[]> callback, ObjectFactory<short[], int> bufferFactory)
{
this.bufferFactory = bufferFactory;
this.pushCallback = callback;
}
private void push(IntPtr buf, int lenBytes)
{
if (pushCallback != null)
{
var len = lenBytes / sizeof(short);
var bufManaged = this.bufferFactory.New(len);
Marshal.Copy(buf, bufManaged, 0, len);
pushCallback(bufManaged);
}
}
public int Channels { get { return 1; } }
// Hardcoded in AudioInAec.cpp
// Supported sample rates: 8000, 11025, 16000, 22050
// https://docs.microsoft.com/en-us/windows/win32/medfound/voicecapturedmo?redirectedfrom=MSDN (Voice Capture DSP)
public int SamplingRate { get { return 16000; } }
public string Error { get; private set; }
public void Dispose()
{
lock (instancePerHandle)
{
instancePerHandle.Remove(instanceID);
}
if (handle != IntPtr.Zero)
{
Photon_Audio_In_Destroy(handle);
handle = IntPtr.Zero;
}
// TODO: Remove this from instancePerHandle
}
}
}
#endif