557 lines
20 KiB
C++
557 lines
20 KiB
C++
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <atomic>
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#include "audio_core/audio_core.h"
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#include "audio_core/audio_event.h"
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#include "audio_core/audio_manager.h"
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#include "audio_core/sink/sdl2_sink.h"
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#include "audio_core/sink/sink_stream.h"
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#include "common/assert.h"
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#include "common/fixed_point.h"
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#include "common/logging/log.h"
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#include "common/reader_writer_queue.h"
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#include "common/ring_buffer.h"
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#include "common/settings.h"
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#include "core/core.h"
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// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
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#endif
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#include <SDL.h>
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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namespace AudioCore::Sink {
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/**
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* SDL sink stream, responsible for sinking samples to hardware.
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*/
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class SDLSinkStream final : public SinkStream {
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public:
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/**
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* Create a new sink stream.
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*
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* @param device_channels_ - Number of channels supported by the hardware.
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* @param system_channels_ - Number of channels the audio systems expect.
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* @param output_device - Name of the output device to use for this stream.
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* @param input_device - Name of the input device to use for this stream.
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* @param type_ - Type of this stream.
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* @param system_ - Core system.
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* @param event - Event used only for audio renderer, signalled on buffer consume.
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*/
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SDLSinkStream(u32 device_channels_, const u32 system_channels_,
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const std::string& output_device, const std::string& input_device,
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const StreamType type_, Core::System& system_)
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: type{type_}, system{system_} {
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system_channels = system_channels_;
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device_channels = device_channels_;
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SDL_AudioSpec spec;
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spec.freq = TargetSampleRate;
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spec.channels = static_cast<u8>(device_channels);
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spec.format = AUDIO_S16SYS;
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if (type == StreamType::Render) {
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spec.samples = TargetSampleCount;
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} else {
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spec.samples = 1024;
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}
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spec.callback = &SDLSinkStream::DataCallback;
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spec.userdata = this;
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playing_buffer.consumed = true;
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std::string device_name{output_device};
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bool capture{false};
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if (type == StreamType::In) {
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device_name = input_device;
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capture = true;
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}
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SDL_AudioSpec obtained;
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if (device_name.empty()) {
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device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
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} else {
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device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
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}
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if (device == 0) {
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LOG_CRITICAL(Audio_Sink, "Error opening SDL audio device: {}", SDL_GetError());
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return;
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}
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LOG_DEBUG(Service_Audio,
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"Opening sdl stream {} with: rate {} channels {} (system channels {}) "
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" samples {}",
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device, obtained.freq, obtained.channels, system_channels, obtained.samples);
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}
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/**
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* Destroy the sink stream.
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*/
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~SDLSinkStream() override {
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if (device == 0) {
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return;
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}
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SDL_CloseAudioDevice(device);
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}
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/**
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* Finalize the sink stream.
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*/
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void Finalize() override {
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if (device == 0) {
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return;
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}
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SDL_CloseAudioDevice(device);
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}
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/**
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* Start the sink stream.
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*
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* @param resume - Set to true if this is resuming the stream a previously-active stream.
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* Default false.
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*/
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void Start(const bool resume = false) override {
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if (device == 0) {
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return;
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}
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if (resume && was_playing) {
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SDL_PauseAudioDevice(device, 0);
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paused = false;
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} else if (!resume) {
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SDL_PauseAudioDevice(device, 0);
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paused = false;
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}
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}
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/**
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* Stop the sink stream.
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*/
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void Stop() {
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if (device == 0) {
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return;
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}
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SDL_PauseAudioDevice(device, 1);
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paused = true;
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}
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/**
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* Append a new buffer and its samples to a waiting queue to play.
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*
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* @param buffer - Audio buffer information to be queued.
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* @param samples - The s16 samples to be queue for playback.
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*/
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void AppendBuffer(::AudioCore::Sink::SinkBuffer& buffer, std::vector<s16>& samples) override {
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if (type == StreamType::In) {
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queue.enqueue(buffer);
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queued_buffers++;
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} else {
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constexpr s32 min = std::numeric_limits<s16>::min();
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constexpr s32 max = std::numeric_limits<s16>::max();
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auto yuzu_volume{Settings::Volume()};
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auto volume{system_volume * device_volume * yuzu_volume};
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if (system_channels == 6 && device_channels == 2) {
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// We're given 6 channels, but our device only outputs 2, so downmix.
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constexpr std::array<f32, 4> down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f};
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for (u32 read_index = 0, write_index = 0; read_index < samples.size();
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read_index += system_channels, write_index += device_channels) {
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const auto left_sample{
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((Common::FixedPoint<49, 15>(
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samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
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down_mix_coeff[0] +
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samples[read_index + static_cast<u32>(Channels::Center)] *
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down_mix_coeff[1] +
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samples[read_index + static_cast<u32>(Channels::LFE)] *
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down_mix_coeff[2] +
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samples[read_index + static_cast<u32>(Channels::BackLeft)] *
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down_mix_coeff[3]) *
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volume)
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.to_int()};
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const auto right_sample{
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((Common::FixedPoint<49, 15>(
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samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
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down_mix_coeff[0] +
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samples[read_index + static_cast<u32>(Channels::Center)] *
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down_mix_coeff[1] +
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samples[read_index + static_cast<u32>(Channels::LFE)] *
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down_mix_coeff[2] +
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samples[read_index + static_cast<u32>(Channels::BackRight)] *
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down_mix_coeff[3]) *
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volume)
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.to_int()};
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samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
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static_cast<s16>(std::clamp(left_sample, min, max));
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samples[write_index + static_cast<u32>(Channels::FrontRight)] =
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static_cast<s16>(std::clamp(right_sample, min, max));
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}
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samples.resize(samples.size() / system_channels * device_channels);
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} else if (system_channels == 2 && device_channels == 6) {
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// We need moar samples! Not all games will provide 6 channel audio.
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// TODO: Implement some upmixing here. Currently just passthrough, with other
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// channels left as silence.
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std::vector<s16> new_samples(samples.size() / system_channels * device_channels, 0);
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for (u32 read_index = 0, write_index = 0; read_index < samples.size();
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read_index += system_channels, write_index += device_channels) {
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const auto left_sample{static_cast<s16>(std::clamp(
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static_cast<s32>(
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static_cast<f32>(
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samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
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volume),
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min, max))};
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new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
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const auto right_sample{static_cast<s16>(std::clamp(
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static_cast<s32>(
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static_cast<f32>(
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samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
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volume),
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min, max))};
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new_samples[write_index + static_cast<u32>(Channels::FrontRight)] =
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right_sample;
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}
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samples = std::move(new_samples);
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} else if (volume != 1.0f) {
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for (u32 i = 0; i < samples.size(); i++) {
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samples[i] = static_cast<s16>(std::clamp(
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static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
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}
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}
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samples_buffer.Push(samples);
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queue.enqueue(buffer);
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queued_buffers++;
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}
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}
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/**
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* Release a buffer. Audio In only, will fill a buffer with recorded samples.
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*
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* @param num_samples - Maximum number of samples to receive.
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* @return Vector of recorded samples. May have fewer than num_samples.
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*/
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std::vector<s16> ReleaseBuffer(const u64 num_samples) override {
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static constexpr s32 min = std::numeric_limits<s16>::min();
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static constexpr s32 max = std::numeric_limits<s16>::max();
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auto samples{samples_buffer.Pop(num_samples)};
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// TODO: Up-mix to 6 channels if the game expects it.
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// For audio input this is unlikely to ever be the case though.
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// Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
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// TODO: Play with this and find something that works better.
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auto volume{system_volume * device_volume * 8};
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for (u32 i = 0; i < samples.size(); i++) {
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samples[i] = static_cast<s16>(
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std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
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}
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if (samples.size() < num_samples) {
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samples.resize(num_samples, 0);
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}
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return samples;
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}
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/**
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* Check if a certain buffer has been consumed (fully played).
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*
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* @param tag - Unique tag of a buffer to check for.
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* @return True if the buffer has been played, otherwise false.
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*/
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bool IsBufferConsumed(const u64 tag) override {
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if (released_buffer.tag == 0) {
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if (!released_buffers.try_dequeue(released_buffer)) {
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return false;
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}
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}
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if (released_buffer.tag == tag) {
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released_buffer.tag = 0;
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return true;
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}
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return false;
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}
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/**
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* Empty out the buffer queue.
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*/
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void ClearQueue() override {
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samples_buffer.Pop();
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while (queue.pop()) {
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}
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while (released_buffers.pop()) {
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}
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released_buffer = {};
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playing_buffer = {};
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playing_buffer.consumed = true;
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queued_buffers = 0;
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}
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private:
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/**
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* Signal events back to the audio system that a buffer was played/can be filled.
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*
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* @param buffer - Consumed audio buffer to be released.
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*/
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void SignalEvent(const ::AudioCore::Sink::SinkBuffer& buffer) {
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auto& manager{system.AudioCore().GetAudioManager()};
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switch (type) {
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case StreamType::Out:
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released_buffers.enqueue(buffer);
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manager.SetEvent(Event::Type::AudioOutManager, true);
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break;
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case StreamType::In:
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released_buffers.enqueue(buffer);
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manager.SetEvent(Event::Type::AudioInManager, true);
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break;
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case StreamType::Render:
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break;
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}
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}
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/**
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* Main callback from SDL. Either expects samples from us (audio render/audio out), or will
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* provide samples to be copied (audio in).
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*
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* @param userdata - Custom data pointer passed along, points to a SDLSinkStream.
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* @param stream - Buffer of samples to be filled or read.
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* @param len - Length of the stream in bytes.
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*/
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static void DataCallback(void* userdata, Uint8* stream, int len) {
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auto* impl = static_cast<SDLSinkStream*>(userdata);
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if (!impl) {
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return;
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}
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const std::size_t num_channels = impl->GetDeviceChannels();
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const std::size_t frame_size = num_channels;
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const std::size_t frame_size_bytes = frame_size * sizeof(s16);
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const std::size_t num_frames{len / num_channels / sizeof(s16)};
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size_t frames_written{0};
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[[maybe_unused]] bool underrun{false};
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if (impl->type == StreamType::In) {
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std::span<s16> input_buffer{reinterpret_cast<s16*>(stream), num_frames * frame_size};
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while (frames_written < num_frames) {
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auto& playing_buffer{impl->playing_buffer};
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// If the playing buffer has been consumed or has no frames, we need a new one
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if (playing_buffer.consumed || playing_buffer.frames == 0) {
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if (!impl->queue.try_dequeue(impl->playing_buffer)) {
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// If no buffer was available we've underrun, just push the samples and
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// continue.
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underrun = true;
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impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
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(num_frames - frames_written) * frame_size);
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frames_written = num_frames;
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continue;
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} else {
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impl->queued_buffers--;
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impl->SignalEvent(impl->playing_buffer);
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}
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}
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// Get the minimum frames available between the currently playing buffer, and the
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// amount we have left to fill
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size_t frames_available{
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std::min(playing_buffer.frames - playing_buffer.frames_played,
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num_frames - frames_written)};
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impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
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frames_available * frame_size);
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frames_written += frames_available;
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playing_buffer.frames_played += frames_available;
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// If that's all the frames in the current buffer, add its samples and mark it as
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// consumed
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if (playing_buffer.frames_played >= playing_buffer.frames) {
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impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
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impl->playing_buffer.consumed = true;
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}
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}
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std::memcpy(&impl->last_frame[0], &input_buffer[(frames_written - 1) * frame_size],
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frame_size_bytes);
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} else {
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std::span<s16> output_buffer{reinterpret_cast<s16*>(stream), num_frames * frame_size};
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while (frames_written < num_frames) {
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auto& playing_buffer{impl->playing_buffer};
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// If the playing buffer has been consumed or has no frames, we need a new one
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if (playing_buffer.consumed || playing_buffer.frames == 0) {
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if (!impl->queue.try_dequeue(impl->playing_buffer)) {
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// If no buffer was available we've underrun, fill the remaining buffer with
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// the last written frame and continue.
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underrun = true;
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for (size_t i = frames_written; i < num_frames; i++) {
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std::memcpy(&output_buffer[i * frame_size], &impl->last_frame[0],
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frame_size_bytes);
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}
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frames_written = num_frames;
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continue;
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} else {
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impl->queued_buffers--;
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impl->SignalEvent(impl->playing_buffer);
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}
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}
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// Get the minimum frames available between the currently playing buffer, and the
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// amount we have left to fill
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size_t frames_available{
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std::min(playing_buffer.frames - playing_buffer.frames_played,
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num_frames - frames_written)};
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|
|
||
|
impl->samples_buffer.Pop(&output_buffer[frames_written * frame_size],
|
||
|
frames_available * frame_size);
|
||
|
|
||
|
frames_written += frames_available;
|
||
|
playing_buffer.frames_played += frames_available;
|
||
|
|
||
|
// If that's all the frames in the current buffer, add its samples and mark it as
|
||
|
// consumed
|
||
|
if (playing_buffer.frames_played >= playing_buffer.frames) {
|
||
|
impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
|
||
|
impl->playing_buffer.consumed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::memcpy(&impl->last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
|
||
|
frame_size_bytes);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// SDL device id of the opened input/output device
|
||
|
SDL_AudioDeviceID device{};
|
||
|
/// Type of this stream
|
||
|
StreamType type;
|
||
|
/// Core system
|
||
|
Core::System& system;
|
||
|
/// Ring buffer of the samples waiting to be played or consumed
|
||
|
Common::RingBuffer<s16, 0x10000> samples_buffer;
|
||
|
/// Audio buffers queued and waiting to play
|
||
|
Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> queue;
|
||
|
/// The currently-playing audio buffer
|
||
|
::AudioCore::Sink::SinkBuffer playing_buffer{};
|
||
|
/// Audio buffers which have been played and are in queue to be released by the audio system
|
||
|
Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> released_buffers{};
|
||
|
/// Currently released buffer waiting to be taken by the audio system
|
||
|
::AudioCore::Sink::SinkBuffer released_buffer{};
|
||
|
/// The last played (or received) frame of audio, used when the callback underruns
|
||
|
std::array<s16, MaxChannels> last_frame{};
|
||
|
};
|
||
|
|
||
|
SDLSink::SDLSink(std::string_view target_device_name) {
|
||
|
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
|
||
|
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
|
||
|
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (target_device_name != auto_device_name && !target_device_name.empty()) {
|
||
|
output_device = target_device_name;
|
||
|
} else {
|
||
|
output_device.clear();
|
||
|
}
|
||
|
|
||
|
device_channels = 2;
|
||
|
}
|
||
|
|
||
|
SDLSink::~SDLSink() = default;
|
||
|
|
||
|
SinkStream* SDLSink::AcquireSinkStream(Core::System& system, const u32 system_channels,
|
||
|
const std::string&, const StreamType type) {
|
||
|
SinkStreamPtr& stream = sink_streams.emplace_back(std::make_unique<SDLSinkStream>(
|
||
|
device_channels, system_channels, output_device, input_device, type, system));
|
||
|
return stream.get();
|
||
|
}
|
||
|
|
||
|
void SDLSink::CloseStream(const SinkStream* stream) {
|
||
|
for (size_t i = 0; i < sink_streams.size(); i++) {
|
||
|
if (sink_streams[i].get() == stream) {
|
||
|
sink_streams[i].reset();
|
||
|
sink_streams.erase(sink_streams.begin() + i);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SDLSink::CloseStreams() {
|
||
|
sink_streams.clear();
|
||
|
}
|
||
|
|
||
|
void SDLSink::PauseStreams() {
|
||
|
for (auto& stream : sink_streams) {
|
||
|
stream->Stop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SDLSink::UnpauseStreams() {
|
||
|
for (auto& stream : sink_streams) {
|
||
|
stream->Start();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
f32 SDLSink::GetDeviceVolume() const {
|
||
|
if (sink_streams.empty()) {
|
||
|
return 1.0f;
|
||
|
}
|
||
|
|
||
|
return sink_streams[0]->GetDeviceVolume();
|
||
|
}
|
||
|
|
||
|
void SDLSink::SetDeviceVolume(const f32 volume) {
|
||
|
for (auto& stream : sink_streams) {
|
||
|
stream->SetDeviceVolume(volume);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SDLSink::SetSystemVolume(const f32 volume) {
|
||
|
for (auto& stream : sink_streams) {
|
||
|
stream->SetSystemVolume(volume);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::vector<std::string> ListSDLSinkDevices(const bool capture) {
|
||
|
std::vector<std::string> device_list;
|
||
|
|
||
|
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
|
||
|
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
|
||
|
LOG_CRITICAL(Audio_Sink, "SDL_InitSubSystem audio failed: {}", SDL_GetError());
|
||
|
return {};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const int device_count = SDL_GetNumAudioDevices(capture);
|
||
|
for (int i = 0; i < device_count; ++i) {
|
||
|
device_list.emplace_back(SDL_GetAudioDeviceName(i, 0));
|
||
|
}
|
||
|
|
||
|
return device_list;
|
||
|
}
|
||
|
|
||
|
} // namespace AudioCore::Sink
|