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/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include <qaudioinput.h>
#include <qaudiodevice.h>
#include <qmediadevices.h>
#include <private/qplatformaudioinput_p.h>
#include <private/qplatformmediaintegration_p.h>

/*!
    \qmltype AudioInput
    \instantiates QAudioInput
    \brief An audio input to be used for capturing audio in a capture session.

    \inqmlmodule QtMultimedia
    \ingroup multimedia_qml
    \ingroup multimedia_audio_qml

    \qml
    CaptureSession {
        id: playMusic
        audioInput: AudioInput {
            volume: slider.value
        }
        recorder: MediaRecorder { ... }
    }
    Slider {
        id: slider
        from: 0.
        to: 1.
    }
    \endqml

    You can use AudioInput together with a QtMultiMedia::CaptureSession to capture audio from an audio
    input device.

    \sa Camera AudioOutput
*/

/*!
    \class QAudioInput
    \brief Represents an input channel for audio.
    \inmodule QtMultimedia
    \ingroup multimedia
    \ingroup multimedia_audio

    This class represents an input channel that can be used together with
    QMediaCaptureSession. It enables the selection of the physical input device
    to be used, muting the channel, and changing the channel's volume.
*/

QAudioInput::QAudioInput(QObject *parent)
    : QAudioInput(QMediaDevices::defaultAudioInput(), parent)
{}

QAudioInput::QAudioInput(const QAudioDevice &device, QObject *parent)
    : QObject(parent),
    d(QPlatformMediaIntegration::instance()->createAudioInput(this))
{
    d->device = device.mode() == QAudioDevice::Input ? device : QMediaDevices::defaultAudioInput();
    d->setAudioDevice(d->device);
}

QAudioInput::~QAudioInput()
{
    delete d;
}

/*!
    \qmlproperty real QtMultimedia::AudioInput::volume

    The volume is scaled linearly, ranging from \c 0 (silence) to \c 1 (full volume).
    \note values outside this range will be clamped.

    By default the volume is \c 1.

    UI volume controls should usually be scaled non-linearly. For example,
    using a logarithmic scale will produce linear changes in perceived loudness,
    which is what a user would normally expect from a volume control.
    \sa QAudio::convertVolume()
*/
float QAudioInput::volume() const
{
    return d->volume;
}

void QAudioInput::setVolume(float volume)
{
    volume = qBound(0., volume, 1.);
    if (d->volume == volume)
        return;
    d->volume = volume;
    d->setVolume(volume);
    emit volumeChanged(volume);
}

/*!
    \qmlproperty bool QtMultimedia::AudioInput::muted

    This property holds whether the audio input is muted.

    Defaults to \c{false}.
*/

/*!
    \property QAudioInput::muted
    \brief The muted state of the current media.

    The value will be \c true if the input is muted; otherwise \c false.
*/
bool QAudioInput::isMuted() const
{
    return d->muted;
}

void QAudioInput::setMuted(bool muted)
{
    if (d->muted == muted)
        return;
    d->muted = muted;
    d->setMuted(muted);
    emit mutedChanged(muted);
}

/*!
    \qmlproperty AudioDevice QtMultimedia::AudioInput::device

    This property describes the audio device connected to this input.

    The device property represents the audio device this input is connected to.
    This property can be used to select an output device from the
    QtMultimedia::MediaDevices::audioInputs() list.
*/

/*!
    \property QAudioInput::device
    \brief The audio device connected to this input.

    The device property represents the audio device connected to this input.
    This property can be used to select an input device from the
    QMediaDevices::audioInputs() list.

    You can select the system default audio input by setting this property to
    a default constructed QAudioDevice object.
*/
QAudioDevice QAudioInput::device() const
{
    return d->device;
}

void QAudioInput::setDevice(const QAudioDevice &device)
{
    auto dev = device;
    if (dev.isNull())
        dev = QMediaDevices::defaultAudioInput();
    if (dev.mode() != QAudioDevice::Input)
        return;
    if (d->device == dev)
        return;
    d->device = dev;
    d->setAudioDevice(dev);
    emit deviceChanged();
}
#include "moc_qaudioinput.cpp"