Share via


Sample - WASAPI exclusive-mode event-driven playback app, including the HD Audio alignment dance

This blog post has moved to https://matthewvaneerde.wordpress.com/2009/04/03/sample-wasapi-exclusive-mode-event-driven-playback-app-including-the-hd-audio-alignment-dance/

Comments

  • Anonymous
    April 05, 2009
    Your comment on Raymond's blog is rather odd. http://blogs.msdn.com/oldnewthing/archive/2009/04/03/9529929.aspx#9530732 How do you expect computers to work without virtual memory?

  • Anonymous
    April 06, 2009
    > How do you expect computers to work without virtual memory? Quickly* or not at all**. *If everything fits in physical memory **If it doesn't

  • Anonymous
    August 29, 2009
    I do not get it: You initialize it at 3 ms. It returns a buffer size of 160 bytes. You tear it down and re-initialize it with a time that corresponds to 160 bytes buffer. Woudn't ignoring "AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED" give the same end-result, or did I miss something?

  • Anonymous
    August 29, 2009
    If you ignore the AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED error, then further calls you make on that IAudioClient object will fail (well, calls other than IAudioClient::GetBufferSize.) In particular, there's no way to get an IAudioRenderClient or an IAudioCaptureClient on a needs-alignment endpoint without doing the dance (or guessing right the first time) because IAudioClient::GetService(...) will fail.

  • Anonymous
    August 30, 2009
    Thaks for your reply. My current implementation does guess right the first time (as long as the rule is to stick with 128 byte alignment).

  • Anonymous
    July 30, 2010
    So I assume the purpose of this was just an example demo to show how to us exclusive mode "right" or "well"?

  • Anonymous
    March 26, 2011
    be careful !!! hnsPeriod = // hns =        (REFERENCE_TIME)(            10000.0 * // (hns / ms) *            1000 * // (ms / s) *            nFramesInBuffer / // frames /            pWfx->nSamplesPerSec  // (frames / s)            + 0.5 // rounding        ); doesn't work as expected. (10000.0 * 1000 / 44100 * 160) = 36281.179138321997 (10000.0 * 1000 / 44100 * 160) + 0.5 = 36281.679138321997 when assigning to hnsPeriod which is supposedly "int" or smth we get hnsPeriod = 36281 then doing reverse calculations of nFramesInBuffer nFramesInBuffer=3628144100/(100010000)=159 Not 160 as expected. another one from MS :(

  • Anonymous
    March 27, 2011
    The going-back-to-frames code looks like this:    // need to know how many frames that is    UINT32 nFramesInBuffer = (UINT32)( // frames =        1.0 * hnsPeriod * // hns *        pWfx->nSamplesPerSec / // (frames / s) /        1000 / // (ms / s) /        10000 // (hns / s) /        + 0.5 // rounding    ); Notice the 1.0 to force a conversion to double, and then the +0.5 at the end. 36281*44100/1000/10000 is 159.9992...; adding 0.5 and then converting to int snaps this to the nearest frame, 160.

  • Anonymous
    March 29, 2011
    where does code snippet coming from? Is it really code that works in the OS or you think it should be like this?

  • Anonymous
    March 29, 2011
    And what is priority in your calculations duration or number of frames? Why is it so confusing?

  • Anonymous
    March 29, 2011
    Code snippets come from the attached play-exclusive.zip, play.cpp.  This code is not in the OS; this is an example WASAPI client.

  • Anonymous
    October 12, 2011
    On this forum post: social.msdn.microsoft.com/.../f4ec50d0-01cc-4217-8647-a2d7ec693c6d you mention that capture would look similar.  I tried to create a simple exclusive capture program, but the program hangs when I unplug the microphone.  Forum post: social.msdn.microsoft.com/.../83f5978d-e809-46ab-95bd-e41502901cdd Have you tried creating an exclusive capture example program?  Have you ever run into this problem before?  I saw that there's a problem calling Release from a different thread than the one that called GetService(), but that does not appear to be my problem. Thanks!  Great post, BTW. Bill

  • Anonymous
    October 12, 2011
    The comment has been removed

  • Anonymous
    December 07, 2011
    what codes do I need to add in order to play files other than 16bit 44.1KHz format? Sorry, maybe off topic!

  • Anonymous
    December 07, 2011
    If the audio driver supports the wave format in the .wav file, this will play it. If the audio driver does not support the wave format in the .wav file, then you will need a format converter.  WASAPI does not provide a format converter, so you will need to use a higher-level API like Media Foundation to play the content.

  • Anonymous
    December 07, 2011
    The comment has been removed

  • Anonymous
    April 24, 2012
    When i compile your code, i obtain this error :s prefs.cpp(366): error C2664: 'mmioOpenA' : cannot convert parameter 1 from 'LPWSTR' to 'LPSTR' 1>          Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast

  • Anonymous
    April 24, 2012
    @Cubra: there are two ways a driver can support 24 bit.  It can support 24 bit in 24-bit containers, where each sample is three bytes long.  Or it can support 24 bit in 32-bit containers.  Each sample is a signed four-byte integer, but the least significant byte is considered garbage and should be ignored. Heuristically, HD Audio drivers tend to favor 24-bit-in-32-bit-containers, and USB Audio drivers tend to favor 24-bit-in-24-bit-containers.  But the app should query format support for both separately.  For 24-in-24, specify wBitsPerSample and wValidBitsPerSample of 24; for 24-in-32, specify wBitsPerSample = 32 and wValidBitsPerSample of 24. If you're playing 24-in-24 audio to a 24-in-32-capable driver you'll need to do some processing in your app to add the extra byte of padding.  Similarly, if you're playing 24-in-32 audio to a 24-in-24-capable driver you'll need to remove the padding.

  • Anonymous
    April 24, 2012
    @Jeyminee: edit your project properties to include these flags to pass to the C++ compiler: -DUNICODE -D_UNICODE

  • Anonymous
    September 04, 2014
    The comment has been removed

  • Anonymous
    September 04, 2014
    0x88890008 is AUDCLNT_E_UNSUPPORTED_FORMAT, which is normal if the device does not support the WAVEFORMATEX format in the .wav file. ac3.wav has Dolby Digital audio in it. I would only expect a hardware receiver with the Dolby logo to be able to decode Dolby Digital in hardware, so I am not surprised your HDMI TV and built-in speakers reject it.

  • Anonymous
    November 17, 2014
    Thanks for the sample code. I was going to ask about this to you; but decided to do a web search first and found my answer :)

  • Anonymous
    January 03, 2015
    Hi Matthew, I'm trying to get a WASAPI shared client working with capture + rendering, but have artefact problems (render part) when I use a non-buffer-size. It works fine when ONLY rendering, but not when doing both. I know it's hard to have answers from this brief, informationless, description :) But do you have any general pointers to handling events etc. i.e. is it better to WaitForMultipleObjects with the capture/play handles, or WaitForSingleObject on each ? That kind of stuff.. :)

  • Anonymous
    January 03, 2015
    @Robert a good place to ask your question is here: social.msdn.microsoft.com/.../home If you're capturing and rendering on the same thread you might have to worry about clock skew; you can use IAudioClockAdjustment to compensate.

  • Anonymous
    June 06, 2017
    As a newbie to WASAPI, this post helped me get up and going which was great. I tried it out using (VS17) and got drop-outs on almost any machine activity on 192kHz. I bumped up priorities which didn't seem to help. Any ideas?

  • Anonymous
    November 09, 2018
    Hi I am beginner in WASAPI programing so when i was searching i found your articleCan i use your help to ask some questions please!