audio: Port WASAPI to WinRT, remove XAudio2 backend.

XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI

--HG--
extra : amend_source : a28a9a9fbb09c4c25df05fa0a754fce0bee62335
extra : histedit_source : e5727ceb1a5db5806ce02534d8ffe4892eb6f5d9
This commit is contained in:
Ryan C. Gordon 2017-12-06 12:24:32 -05:00
parent 8b08b7b07b
commit 1745441419
30 changed files with 958 additions and 1518 deletions

View file

@ -70,7 +70,10 @@ Here is a rough list of what works, and what doesn't:
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone)
* audio, via a modified version of SDL's XAudio2 backend
* audio, via SDL's WASAPI backend (if you want to record, your app must
have "Microphone" capabilities enabled in its manifest, and the user must
not have blocked access. Otherwise, capture devices will fail to work,
presenting as a device disconnect shortly after opening it.)
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
anything outside of the app is not supported.
* system path retrieval via SDL's filesystem APIs