waveInProc / Windows audio question...
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Published on 2011-01-08T05:20:46Z
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2011/01/08
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I'm using the Windows API to get audio input. I've followed all the steps on MSDN and managed to record audio to a WAV file. No problem. I'm using multiple buffers and all that. I'd like to do more with the buffers than simply write to a file, so now I've got a callback set up. It works great and I'm getting the data, but I'm not sure what to do with it once I have it.
Here's my callback... everything here works:
// Media API callback
void CALLBACK AudioRecorder::waveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
{
// Data received
if (uMsg == WIM_DATA)
{
// Get wav header
LPWAVEHDR mBuffer = (WAVEHDR *)dwParam1;
// Now what?
for (unsigned i = 0; i != mBuffer->dwBytesRecorded; ++i)
{
// I can see the char, how do get them into my file and audio buffers?
cout << mBuffer->lpData[i] << "\n";
}
// Re-use buffer
mResultHnd = waveInAddBuffer(hWaveIn, mBuffer, sizeof(mInputBuffer[0])); // mInputBuffer is a const WAVEHDR *
}
}
// waveInOpen cannot use an instance method as its callback,
// so we create a static method which calls the instance version
void CALLBACK AudioRecorder::staticWaveInProc(HWAVEIN hWaveIn, UINT uMsg, DWORD_PTR dwInstance, DWORD_PTR dwParam1, DWORD_PTR dwParam2)
{
// Call instance version of method
reinterpret_cast<AudioRecorder *>(dwParam1)->waveInProc(hWaveIn, uMsg, dwInstance, dwParam1, dwParam2);
}
Like I said, it works great, but I'm trying to do the following:
- Convert the data to short and copy into an array
- Convert the data to float and copy into an array
- Copy the data to a larger char array which I'll write into a WAV
- Relay the data to an arbitrary output device
I've worked with FMOD a lot and I'm familiar with interleaving and all that. But FMOD dishes everything out as floats. In this case, I'm going the other way. I guess I'm basically just looking for resources on how to go from LPSTR to short, float, and unsigned char.
Thanks much in advance!
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