waveform audio API question

I am trying to do a simple audio loopback program that will read in audio from the mic and send it out to the speaker immediately.

Here is my problem:

In the callback function for input audio (waveInProc) I get the wave header structure copy the data to a queue and try to send the buffer back to the device using waveInAddbuffer. However when I do this the application locks up. While stepping through the code when I get to the waveInAddBuffer call the function never returns. What makes this even more weird is that the code I have written works fine under Windows98, but when I try to run it under WinNT 4.0 it will lock up.

Anyone have any ideas why this is happening?

Here is my waveInProc function:

void CALLBACK waveInProc(HWAVEIN hwi, UINT uMsg, DWORD dwInstance, DWORD dwParam1, DWORD dwParam2)
{
      LPWAVEHDR      lpHeader;
      char            *lpTempBuf;

      switch(uMsg)
      {
      case WIM_DATA:
            lpHeader = (LPWAVEHDR) dwParam1;
            PlayAudio(lpHeader->lpData,
                          lpHeader->dwBytesRecorded);

            lpTempBuf = lpHeader->lpData;

            waveInUnprepareHeader(hwi,
                                      lpHeader,
                                      sizeof(WAVEHDR));

            lpHeader->dwBufferLength =
                                 NUMBER_OF_BYTES_PER_BLOCK;
            lpHeader->lpData = lpTempBuf;
            lpHeader->dwFlags = 0;

              waveInPrepareHeader(hwi,
                                    lpHeader,
                                    sizeof(WAVEHDR));

            waveInAddBuffer(hwi,
                                lpHeader,
                                sizeof(WAVEHDR));

            break;

      case WIM_OPEN:
            printf("WIM_OPEN\n");
            break;

      case WIM_CLOSE:
            printf("WIM_CLOSE\n");
            break;
      }

}
cjl036Asked:
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NickRepinConnect With a Mentor Commented:
You should add buffers from outside of waveInProc. You can check samples from win32 sdk for how to do this.
Try do not use callback function at all. You may use event or check the flag 'buffer is done' in WAVEHDR.

From SDK:

Applications should not call any system-defined functions from inside a callback function, except for EnterCriticalSection, LeaveCriticalSection, midiOutLongMsg, midiOutShortMsg, OutputDebugString, PostMessage, PostThreadMessage, SetEvent, timeGetSystemTime, timeGetTime, timeKillEvent, and timeSetEvent. Calling other wave functions will cause deadlock.

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cjl036Author Commented:
But why will this work under Win98 and not under WinNT?
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NickRepinCommented:
Different implementation, may be. I'm not sure, but may be MS something changed in 98. I have not get latest SDK. Try to run this on 95.

But if you want to run your app on 95 and NT, then follow my answer.
If MS says 'do not do this', then, i think its better to do as they said.
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NickRepinCommented:
I've check www.MS.com and found no change in SDK docs (http://premium.microsoft.com/isapi/devonly/prodinfo/msdnprod/msdnlib.idc?theURL=/msdn/library/sdkdoc/multimed/mmfunc_7j8j.htm).

May be, the same program works on your PC, but hungs on different one under 98.
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gbeauCommented:
BTW, if you happen to be using a Creative soundcard (SB16, AWE32, AWE64) and find that your audio sound quality is low, it's not because of your code.  Turns out that Creative cards use two DMA channels, one 8 bit, the other 16 bit, thus making it impossible to do full duplex 16 bit audio.  Be warned!
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cjl036Author Commented:
But why will this work under Win98 and not under WinNT?
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cjl036Author Commented:
Nick,

Thank you. I missed that part in the remarks section of the documentation where it said that calling other wave functions will cause deadlock.

Nuch appreciated.

Joe
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