void MediaWindow::SelectAudioMixer(const char* title) { media_node mixerNode; BMediaRoster* roster = BMediaRoster::Roster(); roster->GetAudioMixer(&mixerNode); fCurrentNode.SetTo(mixerNode); _MakeParamView(); fTitleView->SetLabel(title); }
void NodeHarnessWin::MessageReceived(BMessage *msg) { status_t err; switch (msg->what) { case BUTTON_CONNECT: mIsConnected = true; // set the button states appropriately mConnectButton->SetEnabled(false); mStartButton->SetEnabled(true); // set up the node network { BMediaRoster* r = BMediaRoster::Roster(); // connect to the mixer err = r->GetAudioMixer(&mConnection.consumer); ErrorCheck(err, "unable to get the system mixer"); // fire off a window with the ToneProducer's controls in it BParameterWeb* web; r->GetParameterWebFor(mConnection.producer, &web); BView* view = BMediaTheme::ViewFor(web); BWindow* win = new BWindow(BRect(250, 200, 300, 300), "Controls", B_TITLED_WINDOW, B_ASYNCHRONOUS_CONTROLS); win->AddChild(view); win->ResizeTo(view->Bounds().Width(), view->Bounds().Height()); win->Show(); // set the producer's time source to be the "default" time source, which // the Mixer uses too. r->GetTimeSource(&mTimeSource); r->SetTimeSourceFor(mConnection.producer.node, mTimeSource.node); // got the nodes; now we find the endpoints of the connection media_input mixerInput; media_output soundOutput; int32 count = 1; err = r->GetFreeOutputsFor(mConnection.producer, &soundOutput, 1, &count); ErrorCheck(err, "unable to get a free output from the producer node"); count = 1; err = r->GetFreeInputsFor(mConnection.consumer, &mixerInput, 1, &count); ErrorCheck(err, "unable to get a free input to the mixer"); // got the endpoints; now we connect it! media_format format; format.type = B_MEDIA_RAW_AUDIO; format.u.raw_audio = media_raw_audio_format::wildcard; err = r->Connect(soundOutput.source, mixerInput.destination, &format, &soundOutput, &mixerInput); ErrorCheck(err, "unable to connect nodes"); // the inputs and outputs might have been reassigned during the // nodes' negotiation of the Connect(). That's why we wait until // after Connect() finishes to save their contents. mConnection.format = format; mConnection.source = soundOutput.source; mConnection.destination = mixerInput.destination; // Set an appropriate run mode for the producer r->SetRunModeNode(mConnection.producer, BMediaNode::B_INCREASE_LATENCY); } break; case BUTTON_START: mStartButton->SetEnabled(false); mStopButton->SetEnabled(true); // start the producer running { BMediaRoster* r = BMediaRoster::Roster(); BTimeSource* ts = r->MakeTimeSourceFor(mConnection.producer); if (!ts) { fprintf(stderr, "* ERROR - MakeTimeSourceFor(producer) returned NULL!\n"); exit(1); } // make sure we give the producer enough time to run buffers through // the node chain, otherwise it'll start up already late bigtime_t latency = 0; r->GetLatencyFor(mConnection.producer, &latency); r->StartNode(mConnection.producer, ts->Now() + latency); ts->Release(); mIsRunning = true; } break; case BUTTON_STOP: StopNodes(); break; default: BWindow::MessageReceived(msg); break; } }