This sample application uses the Core Audio APIs to render audio data to an output device specified by the user. This sample demonstrates event-driven buffering for a rendering client in exclusive mode. For an exclusive-mode stream, the client shares the endpoint buffer with the audio 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 stream management operations.
|Windows SDK||Windows 7|
This sample is available in the following locations.
|Windows SDK||\Program Files\Microsoft SDKs\Windows\v7.0\Samples\Multimedia\Audio\RenderExclusiveEventDriven\...|
To build the RenderExclusiveEventDriven sample, use the following steps:
- Open the CMD shell for the Windows SDK and change to the RenderExclusiveEventDriven sample directory.
- Run the command
start WASAPIRenderExclusiveEventDriven.slnin the RenderExclusiveEventDriven directory to open the WASAPIRenderExclusiveEventDriven project in the Visual Studio window.
- 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, WASAPIRenderExclusiveEventDriven.vcproj.
If you build the demo application successfully, an executable file, WASAPIRenderExclusiveEventDriven.exe, is generated. To run it, type
WASAPIRenderExclusiveEventDriven in a command window followed by required or optional arguments. The following example shows how to run the sample by specifying playback duration on the default multimedia device.
WASAPIRenderExclusiveEventDriven.exe -d 20 -multimedia
The following table shows the arguments.
|-f||Sine wave frequency in Hz.|
|-l||Audio render latency in milliseconds.|
|-d||Sine wave duration in seconds.|
|-m||Disables the use of MMCSS.|
|-console||Use the default console device.|
|-communications||Use the default communication device.|
|-multimedia||Use the default multimedia device.|
|-endpoint||Use the endpoint identifier specified in the switch value.|
If the application is run without arguments, it enumerates the available devices and prompts the user to select a device for the rendering session. After the user specifies a device, the application renders a sine wave at 440 Hz for 10 seconds. These values can be modified by specifying -f and -d switch values.
The RenderExclusiveEventDriven sample demonstrates event-driven buffering. The sample shows how to:
- Instantiate an audio client, configure it to run in exclusive mode, and enable event-driven buffering by setting the AUDCLNT_STREAMFLAGS_EVENTCALLBACK flag in the call to IAudioClient::Initialize.
- Associate the client with the samples that are ready to be rendered by providing an event handle to the system by calling the IAudioClient::SetEventHandle method.
- Create a render thread to process samples from the audio engine.
- Align the buffers properly on a 128-byte boundary before sending them to the device. This is done by adjusting the periodicity of the engine.
- Check the mix format of the device endpoint to determine whether the samples can be rendered. If the device does not support the mix format, the data is converted to PCM.
- Handle stream switching.
After the rendering session begins and the stream starts, the audio engine signals the supplied event handle to notify the client each time a buffer becomes ready for the client to process. The audio data can also be processed in a timer-driven loop. This mode is demonstrated in the RenderExclusiveTimerDriven sample.
For more information about rendering a stream, see Rendering a Stream.