This sample application demonstrates opening and closing communication streams and causing ducking events that an application can get to implement stream attenuation. This application implements a chat client that uses Core Audio APIs to read audio data from a communication device and to play it on the output device.
This topic contains the following sections.
- Downloading the Sample
- Building the Sample
- Running the Sample
- Related topics
This sample demonstrates the following features.
- MMDevice API for multimedia device enumeration and selection.
- WASAPI for accessing the communications capture and render device, stream management operations, and handling ducking events.
- WAVE APIs for accessing the communications device and capturing audio input.
|Windows SDK||Windows 7|
|Visual Studio 2008|
This sample is available in the following locations.
|Windows SDK||\Program Files\Microsoft SDKs\Windows\v7.0\Samples\Multimedia\Audio\DuckingCaptureSample\...|
To build the DuckingCaptureSample sample, use the following steps:
- Open the DuckingCaptureSample.sln in Visual Studio 2008.
- From within the window, select the Debug or Release solution configuration, select the Build menu from the menu bar, and select the Build option. If you do not open Visual Studio from the CMD shell for the SDK, Visual Studio will not have access to the SDK build environment. In that case, the sample will not build unless you explicitly set environment variable MSSdk, which is used in the project file, DuckingCaptureSample.vcproj.
If you build the application successfully, an executable file, DuckingCaptureSample.exe, is generated. To run it, select Start Debugging or Start Without Debugging from the Debug menu or type
DuckingCaptureSample in a command window.
DuckingCaptureSample provides the user with two implementations to capture audio from the default console device: WASAPI and Wave APIs. To start a capture session, select a mode and click Start on the application's user interface. To end the session, click Stop. Depending on the device specified by the user (input or output), the application uses MMDevice API to get a reference to the default rendering or capture communication device. After the user starts a chat session, the application performs the following tasks:
- Creates and initializes an audio client in event-driven mode.
- Associates the client with the event handle that signals that samples are ready for capture or rendering.
- Sets up a capture client and a rendering client for the transport.
- Creates the chat thread and starts the audio engine.
For rendering, the application determines the amount of data that is queued up to play in the capture endpoint buffer. It accordingly writes to the buffer and releases the buffer in preparation for the next processing pass until all of the data has been written. For rendering, silent frames are prerolled to prevent the audio engine from glitching on startup. DuckingCaptureSample also shows how to hide the render stream from the volume mixer.
For more information about the stream attenuation feature, see Using a Communication Device.