UE4 使用WASAPI获取系统音频

时间:2021-12-30 06:27:35

多线程+WASAPI获取系统音频:

#pragma once #include "CoreMinimal.h" //MultiThread #include "Runnable.h" #include "RunnableThread.h" #include "ThreadSafeCounter.h" #include "ThreadSafeBool.h" struct IAudioClient; struct IAudioCaptureClient; typedef LONGLONG REFERENCE_TIME; typedef struct tWAVEFORMATEX WAVEFORMATEX; class TESTJIGOU_API AudioStreamThread : public FRunnable { public: AudioStreamThread(); ~AudioStreamThread(); //暂停线程 void PauseThread(); //继续线程 void ContinueThread(); //遏制线程 void StopThread(); bool IsThreadPaused(); bool IsThreadKilled(); //向zego传音频数据 void CopyData2Zego(unsigned char* data,int dataLen); public: WAVEFORMATEX* m_Format; //音频数据 TArray<unsigned char> m_audioData; private: FRunnableThread* Thread; FThreadSafeCounter StopTaskCounter; FCriticalSection m_mutex; private: int curIndex; //WASAPI Variable IAudioClient* m_Client; IAudioCaptureClient* m_Capture; REFERENCE_TIME m_WaitTime; //WASAPI Function void SetWaveFormat(WAVEFORMATEX& format); bool InitLoopBack(); void AudioStreamLoop(); void StopAudioStream(); private: //override function virtual bool Init() override; virtual uint32 Run() override; virtual void Stop() override; virtual void Exit() override; private: FThreadSafeBool m_Kill; FThreadSafeBool m_Pause; };

#include "AudioStreamThread.h" #include "WindowsPlatformProcess.h" //WASAPI #include <mmdeviceapi.h> #include <AudioClient.h> AudioStreamThread::AudioStreamThread() { m_Kill = false; m_Pause = false; m_Client = nullptr; m_Capture = nullptr; m_Format = nullptr; curIndex = 0; Thread = FRunnableThread::Create(this, TEXT("AudioStreamThread"), 0, TPri_Normal); } AudioStreamThread::~AudioStreamThread() { if (Thread) { delete Thread; Thread = nullptr; } } void AudioStreamThread::PauseThread() { m_Pause = true; } void AudioStreamThread::ContinueThread() { m_Pause = false; } void AudioStreamThread::StopThread() { Stop(); if (Thread) { Thread->WaitForCompletion(); } } bool AudioStreamThread::IsThreadPaused() { return (bool)m_Pause; } bool AudioStreamThread::IsThreadKilled() { return (bool)m_Kill; } void AudioStreamThread::CopyData2Zego(unsigned char* data, int dataLen) { m_mutex.Lock(); if (m_audioData.Num() >= dataLen) { memcpy(data, m_audioData.GetData(), dataLen); //curIndex += dataLen; m_audioData.RemoveAt(0, dataLen); } m_mutex.Unlock(); } void AudioStreamThread::SetWaveFormat(WAVEFORMATEX& format) { if (format.wFormatTag == WAVE_FORMAT_IEEE_FLOAT) { format.wFormatTag = WAVE_FORMAT_PCM; } else if (format.wFormatTag == WAVE_FORMAT_EXTENSIBLE) { PWAVEFORMATEXTENSIBLE pEx = reinterpret_cast<PWAVEFORMATEXTENSIBLE>(&format); if (IsEqualGUID(KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, pEx->SubFormat)) { pEx->SubFormat = KSDATAFORMAT_SUBTYPE_PCM; pEx->Samples.wValidBitsPerSample = 16; } } format.wBitsPerSample = 16; format.nBlockAlign = format.nChannels * format.wBitsPerSample / 8; format.nAvgBytesPerSec = format.nBlockAlign * format.nSamplesPerSec; } bool AudioStreamThread::InitLoopBack() { IMMDeviceEnumerator* enumerator; HRESULT hr = CoCreateInstance(__uuidof(MMDeviceEnumerator), NULL, CLSCTX_INPROC_SERVER, __uuidof(IMMDeviceEnumerator), reinterpret_cast<void**>(&enumerator)); IMMDevice* device; hr = enumerator->GetDefaultAudioEndpoint(eRender, eConsole, &device); hr = device->Activate(__uuidof(IAudioClient), CLSCTX_SERVER, NULL, reinterpret_cast<void**>(&m_Client)); hr = m_Client->GetMixFormat(&m_Format); SetWaveFormat(*m_Format); hr = m_Client->Initialize(AUDCLNT_SHAREMODE_SHARED, AUDCLNT_STREAMFLAGS_LOOPBACK, 0, 0, m_Format, NULL); hr = m_Client->GetService(__uuidof(IAudioCaptureClient), reinterpret_cast<void**>(&m_Capture)); hr = m_Client->GetDevicePeriod(&m_WaitTime, NULL); hr = m_Client->Start(); if (enumerator != nullptr) { enumerator->Release(); } if (device != nullptr) { device->Release(); } return SUCCEEDED(hr); } void AudioStreamThread::AudioStreamLoop() { BYTE* data = nullptr; UINT32 size; DWORD flags; UINT64 device, performance; HRESULT hr = m_Capture->GetNextPacketSize(&size); hr = m_Capture->GetBuffer(&data, &size, &flags, &device, &performance); int byteWrite = size*m_Format->nBlockAlign; if (data != nullptr) { m_audioData.Append(data, size); } uint8_t* formatData = (uint8_t*)data; hr = m_Capture->ReleaseBuffer(size); } void AudioStreamThread::StopAudioStream() { } bool AudioStreamThread::Init() { return InitLoopBack(); } uint32 AudioStreamThread::Run() { FPlatformProcess::Sleep(0.03); while (StopTaskCounter.GetValue() == 0 && !m_Kill) { if (m_Pause) { if (m_Kill) { return 0; } } else { m_mutex.Lock(); //需要同步措置惩罚惩罚的内容 //AudioStreamLoop(); BYTE* data = nullptr; UINT32 size; DWORD flags; UINT64 device, performance; HRESULT hr = m_Capture->GetNextPacketSize(&size); hr = m_Capture->GetBuffer(&data, &size, &flags, &device, &performance); int byteWrite = size*m_Format->nBlockAlign; if (data != nullptr) { m_audioData.Append(data, byteWrite); } uint8_t* formatData = (uint8_t*)data; hr = m_Capture->ReleaseBuffer(size); m_mutex.Unlock(); FPlatformProcess::Sleep((m_WaitTime) / 2 / (10 * 1000) / 1000); } } return 0; } void AudioStreamThread::Stop() { StopTaskCounter.Increment(); m_Kill = true; m_Pause = false; } void AudioStreamThread::Exit() { }

音频数据存储在m_AudioData,因为是实时获取,这里得到相应长度的数据后就会把它删除,如果要实现录音成果,改为不删除取出的数据即可。