using System;
namespace Vanara.PInvoke
{
/// Functions, structures and constants from Windows Core Audio Api.
public static partial class CoreAudio
{
///
///
/// The AUDCLNT_SESSIONFLAGS_XXX constants indicate characteristics of an audio session associated with the stream. A client can
/// specify these options during the initialization of the stream by through the StreamFlags parameter of the
/// IAudioClient::Initialize method.
///
///
// https://docs.microsoft.com/en-us/windows/win32/coreaudio/audclnt-sessionflags-xxx-constants
[PInvokeData("Audiosessiontypes.h", MSDNShortId = "5745d5bc-71e8-4b33-8227-c1c84226b6ee")]
public enum AUDCLNT_SESSIONFLAGS : uint
{
/// The session expires when there are no associated streams and owning session control objects holding references.
AUDCLNT_SESSIONFLAGS_EXPIREWHENUNOWNED = 0x10000000,
///
/// The volume control is hidden in the volume mixer user interface when the audio session is created. If the session associated
/// with the stream already exists before IAudioClient::Initialize opens the stream, the volume control is displayed in the
/// volume mixer.
///
AUDCLNT_SESSIONFLAGS_DISPLAY_HIDE = 0x20000000,
/// The volume control is hidden in the volume mixer user interface after the session expires.
AUDCLNT_SESSIONFLAGS_DISPLAY_HIDEWHENEXPIRED = 0x40000000,
}
///
/// The AUDCLNT_SHAREMODE enumeration defines constants that indicate whether an audio stream will run in shared mode or in
/// exclusive mode.
///
///
///
/// The IAudioClient::Initialize and IAudioClient::IsFormatSupported methods use the constants defined in the
/// AUDCLNT_SHAREMODE enumeration.
///
///
/// In shared mode, the client can share the audio endpoint device with clients that run in other user-mode processes. The audio
/// engine always supports formats for client streams that match the engine's mix format. In addition, the audio engine might
/// support another format if the Windows audio service can insert system effects into the client stream to convert the client
/// format to the mix format.
///
///
/// In exclusive mode, the Windows audio service attempts to establish a connection in which the client has exclusive access to the
/// audio endpoint device. In this mode, the audio engine inserts no system effects into the local stream to aid in the creation of
/// the connection point. Either the audio device can handle the specified format directly or the method fails.
///
/// For more information about shared-mode and exclusive-mode streams, see User-Mode Audio Components.
///
// https://docs.microsoft.com/en-us/windows/win32/api/audiosessiontypes/ne-audiosessiontypes-audclnt_sharemode typedef enum
// _AUDCLNT_SHAREMODE { AUDCLNT_SHAREMODE_SHARED, AUDCLNT_SHAREMODE_EXCLUSIVE } AUDCLNT_SHAREMODE;
[PInvokeData("audiosessiontypes.h", MSDNShortId = "f4870d0f-85d1-48ad-afe0-2f5a960c08fb")]
public enum AUDCLNT_SHAREMODE
{
/// The audio stream will run in shared mode. For more information, see Remarks.
AUDCLNT_SHAREMODE_SHARED,
/// The audio stream will run in exclusive mode. For more information, see Remarks.
AUDCLNT_SHAREMODE_EXCLUSIVE,
}
/// Specifies characteristics that a client can assign to an audio stream during the initialization of the stream.
///
/// The IAudioClient::Initialize method and the DIRECTX_AUDIO_ACTIVATION_PARAMS structure use the
/// AUDCLNT_STREAMFLAGS_XXX constants.
///
// https://docs.microsoft.com/en-us/windows/win32/coreaudio/audclnt-streamflags-xxx-constants
[PInvokeData("Audiosessiontypes.h", MSDNShortId = "7b2267c3-79f5-4ada-a7ce-78dd514f8487")]
[Flags]
public enum AUDCLNT_STREAMFLAGS : uint
{
///
/// The audio stream will be a member of a cross-process audio session.
///
/// The AUDCLNT_STREAMFLAGS_CROSSPROCESS flag indicates that the audio session for the stream is a cross-process session. A
/// cross-process session can accept streams from more than one process. If two applications in two separate processes call
/// IAudioClient::Initialize with identical session GUIDs, and both applications set the AUDCLNT_SHAREMODE_CROSSPROCESS
/// flag, then the audio engine assigns their streams to the same cross-process session. This flag overrides the default
/// behavior, which is to assign the stream to a process-specific session rather than a cross-process session. The
/// AUDCLNT_STREAMFLAGS_CROSSPROCESS flag bit is incompatible with exclusive mode. For more information about cross-process
/// sessions, see Audio Sessions.
///
///
AUDCLNT_STREAMFLAGS_CROSSPROCESS = 0x00010000,
///
/// The audio stream will operate in loopback mode.
///
/// The AUDCLNT_STREAMFLAGS_LOOPBACK flag enables loopback recording. In loopback recording, the audio engine copies the audio
/// stream that is being played by a rendering endpoint device into an audio endpoint buffer so that a WASAPI client can capture
/// the stream. If this flag is set, the IAudioClient::Initialize method attempts to open a capture buffer on the
/// rendering device. This flag is valid only for a rendering device and only if the Initialize call sets the ShareMode
/// parameter to AUDCLNT_SHAREMODE_SHARED. Otherwise the Initialize call will fail. If the call succeeds, the client can
/// call the IAudioClient::GetService method to obtain an IAudioCaptureClient interface on the rendering device.
/// For more information, see Loopback Recording.
///
///
AUDCLNT_STREAMFLAGS_LOOPBACK = 0x00020000,
///
/// Processing of the audio buffer by the client will be event driven.
///
/// The AUDCLNT_STREAMFLAGS_EVENTCALLBACK flag enables event-driven buffering. If a client sets this flag in the call to
/// IAudioClient::Initialize that initializes a stream, the client must subsequently call the
/// IAudioClient::SetEventHandle method to supply an event handle for the stream. After the stream starts, the audio
/// engine will signal the event handle to notify the client each time a buffer becomes ready for the client to process. WASAPI
/// supports event-driven buffering for both rendering and capture buffers. Both shared-mode and exclusive-mode streams can use
/// event-driven buffering. For a code example that uses the AUDCLNT_STREAMFLAGS_EVENTCALLBACK flag, see Exclusive-Mode Streams.
///
///
AUDCLNT_STREAMFLAGS_EVENTCALLBACK = 0x00040000,
///
/// The volume and mute settings for an audio session will not persist across system restarts.
///
/// The AUDCLNT_STREAMFLAGS_NOPERSIST flag disables persistence of the volume and mute settings for a session that contains
/// rendering streams. By default, the volume level and muting state for a rendering session are persistent across system
/// restarts. The volume level and muting state for a capture session are never persistent. For more information about the
/// persistence of session volume and mute settings, see Audio Sessions.
///
///
AUDCLNT_STREAMFLAGS_NOPERSIST = 0x00080000,
///
/// This constant is new in Windows 7. The sample rate of the stream is adjusted to a rate specified by an application. For more
/// information, see Remarks.
///
AUDCLNT_STREAMFLAGS_RATEADJUST = 0x00100000,
///
/// Prevents the render stream from being included in any application loopback streams. Note that this stream will continue to
/// be included in the endpoint loopback stream. This has no effect on Exclusive-Mode Streams. This constant is available
/// starting with Windows 10, version 1803.
///
/// The AUDCLNT_STREAMFLAGS_RATEADJUST flag enables an application to get a reference to the IAudioClockAdjustment
/// interface that is used to set the sample rate for the stream. To get a pointer to this interace, an application must
/// initialize the audio client with this flag and then call IAudioClient::GetService by specifying the
/// IID_IAudioClockAdjustment identifier. To set the new sample rate, call IAudioClockAdjustment::SetSampleRate.
/// This flag is valid only for a rendering device. Otherwise the GetService call fails with the error code
/// AUDCLNT_E_WRONG_ENDPOINT_TYPE. The application must also set the ShareMode parameter to AUDCLNT_SHAREMODE_SHARED during the
/// Initialize call. SetSampleRate fails if the audio client is not in shared mode.
///
///
AUDCLNT_STREAMFLAGS_PREVENT_LOOPBACK_CAPTURE = 0x01000000,
///
/// A channel matrixer and a sample rate converter are inserted as necessary to convert between the uncompressed format supplied
/// to IAudioClient::Initialize and the audio engine mix format.
///
AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM = 0x80000000,
///
/// When used with AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM, a sample rate converter with better quality than the default conversion
/// but with a higher performance cost is used. This should be used if the audio is ultimately intended to be heard by humans as
/// opposed to other scenarios such as pumping silence or populating a meter.
///
AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY = 0x08000000,
}
/// Specifies the category of an audio stream.
///
/// Note that only a subset of the audio stream categories are valid for certain stream types.
///
///
/// Stream type
/// Valid categories
///
/// -
/// Render stream
/// All categories are valid.
///
/// -
/// Capture stream
/// AudioCategory_Communications, AudioCategory_Speech, AudioCategory_Other
///
/// -
/// Loopback stream
/// AudioCategory_Other
///
///
///
/// Games should categorize their music streams as AudioCategory_GameMedia so that game music mutes automatically if another
/// application plays music in the background. Music or video applications should categorize their streams as
/// AudioCategory_Media or AudioCategory_Movie so they will take priority over AudioCategory_GameMedia streams.
/// Game audio for in-game cinematics or cutscenes, when the audio is premixed or for creative reasons should take priority over
/// background audio, should also be categorized as Media or Movie.
///
///
/// The values AudioCategory_ForegroundOnlyMedia and AudioCategory_BackgroundCapableMedia are deprecated. For Windows
/// Store apps, these values will continue to function the same when running on Windows 10 as they did on Windows 8.1. Attempting to
/// use these values in a Universal Windows Platform (UWP) app, will result in compilation errors and an exception at runtime. Using
/// these values in a Windows desktop application built with the Windows 10 SDK the will result in a compilation error.
///
///
// https://docs.microsoft.com/en-us/windows/win32/api/audiosessiontypes/ne-audiosessiontypes-audio_stream_category typedef enum
// _AUDIO_STREAM_CATEGORY { AudioCategory_Other, AudioCategory_ForegroundOnlyMedia, AudioCategory_BackgroundCapableMedia,
// AudioCategory_Communications, AudioCategory_Alerts, AudioCategory_SoundEffects, AudioCategory_GameEffects,
// AudioCategory_GameMedia, AudioCategory_GameChat, AudioCategory_Speech, AudioCategory_Movie, AudioCategory_Media } AUDIO_STREAM_CATEGORY;
[PInvokeData("audiosessiontypes.h", MSDNShortId = "B6B9195A-2704-4633-AFCF-B01CED6B6DB4")]
public enum AUDIO_STREAM_CATEGORY
{
/// Other audio stream.
AudioCategory_Other,
///
/// Media that will only stream when the app is in the foreground. This enumeration value has been deprecated. For more
/// information, see the Remarks section.
///
AudioCategory_ForegroundOnlyMedia,
///
/// Media that can be streamed when the app is in the background. This enumeration value has been deprecated. For more
/// information, see the Remarks section.
///
AudioCategory_BackgroundCapableMedia,
/// Real-time communications, such as VOIP or chat.
AudioCategory_Communications,
/// Alert sounds.
AudioCategory_Alerts,
/// Sound effects.
AudioCategory_SoundEffects,
/// Game sound effects.
AudioCategory_GameEffects,
/// Background audio for games.
AudioCategory_GameMedia,
///
/// Game chat audio. Similar to AudioCategory_Communications except that AudioCategory_GameChat will not attenuate other streams.
///
AudioCategory_GameChat,
/// Speech.
AudioCategory_Speech,
/// Stream that includes audio with dialog.
AudioCategory_Movie,
/// Stream that includes audio without dialog.
AudioCategory_Media,
}
/// The AudioSessionState enumeration defines constants that indicate the current state of an audio session.
///
///
/// When a client opens a session by assigning the first stream to the session (by calling the IAudioClient::Initialize method), the
/// initial session state is inactive. The session state changes from inactive to active when a stream in the session begins running
/// (because the client has called the IAudioClient::Start method). The session changes from active to inactive when the client
/// stops the last running stream in the session (by calling the IAudioClient::Stop method). The session state changes to expired
/// when the client destroys the last stream in the session by releasing all references to the stream object.
///
///
/// The system volume-control program, Sndvol, displays volume controls for both active and inactive sessions. Sndvol stops
/// displaying the volume control for a session when the session state changes to expired. For more information about Sndvol, see
/// Audio Sessions.
///
///
/// The IAudioSessionControl::GetState and IAudioSessionEvents::OnStateChanged methods use the constants defined in the
/// AudioSessionState enumeration.
///
/// For more information about session states, see Audio Sessions.
///
// https://docs.microsoft.com/en-us/windows/win32/api/audiosessiontypes/ne-audiosessiontypes-audiosessionstate typedef enum
// _AudioSessionState { AudioSessionStateInactive, AudioSessionStateActive, AudioSessionStateExpired } AudioSessionState;
[PInvokeData("audiosessiontypes.h", MSDNShortId = "a972fed6-425f-46c8-b0cc-6538460bb104")]
public enum AudioSessionState
{
///
/// The audio session is inactive. (It contains at least one stream, but none of the streams in the session is currently running.)
///
AudioSessionStateInactive,
/// The audio session is active. (At least one of the streams in the session is running.)
AudioSessionStateActive,
/// The audio session has expired. (It contains no streams.)
AudioSessionStateExpired,
}
}
}