我有同样的问题,我已经使用IDeviceTopology界面找到了答案。
我使用了在网络中浮动的WalkTreeBackwardsFromPart示例。
首先,您必须获取渲染设备(扬声器)的零件。
HRESULT hr = CoInitialize(NULL);
if (FAILED(hr)) {
printf("Failed CoInitializeEx: hr = 0x%08x\n", hr);
return __LINE__;
}
// get default render endpoint
IMMDeviceEnumerator *pEnum = NULL;
hr = CoCreateInstance(
__uuidof(MMDeviceEnumerator), NULL, CLSCTX_ALL, __uuidof(IMMDeviceEnumerator),
(void**)&pEnum
);
if (FAILED(hr)) {
printf("Couldn't get device enumerator: hr = 0x%08x\n", hr);
CoUninitialize();
return __LINE__;
}
IMMDevice *pDevice = NULL;
IMMDeviceCollection *pDevices = NULL;
hr = pEnum->EnumAudioEndpoints(eRender, DEVICE_STATE_ACTIVE, &pDevices);
UINT count;
hr = pDevices->GetCount(&count);
// Each loop prints the name of an endpoint device.
for (ULONG i = 0; i < count; i++)
{
//hr = pEnum->GetDefaultAudioEndpoint(eRender, eConsole, &pDevice);
hr = pDevices->Item(i, &pDevice);
if (FAILED(hr)) {
printf("Couldn't get default render device: hr = 0x%08x\n", hr);
pEnum->Release();
CoUninitialize();
return __LINE__;
}
pEnum->Release();
// get device topology object for that endpoint
IDeviceTopology *pDT = NULL;
hr = pDevice->Activate(__uuidof(IDeviceTopology), CLSCTX_ALL, NULL, (void**)&pDT);
if (FAILED(hr)) {
printf("Couldn't get device topology object: hr = 0x%08x\n", hr);
pDevice->Release();
CoUninitialize();
return __LINE__;
}
pDevice->Release();
// get the single connector for that endpoint
IConnector *pConnEndpoint = NULL;
hr = pDT->GetConnector(0, &pConnEndpoint);
if (FAILED(hr)) {
printf("Couldn't get the connector on the endpoint: hr = 0x%08x\n", hr);
pDT->Release();
CoUninitialize();
return __LINE__;
}
pDT->Release();
// get the connector on the device that is
// connected to
// the connector on the endpoint
IConnector *pConnDevice = NULL;
hr = pConnEndpoint->GetConnectedTo(&pConnDevice);
if (FAILED(hr)) {
printf("Couldn't get the connector on the device: hr = 0x%08x\n", hr);
pConnEndpoint->Release();
CoUninitialize();
return __LINE__;
}
pConnEndpoint->Release();
// QI on the device's connector for IPart
IPart *pPart = NULL;
hr = pConnDevice->QueryInterface(__uuidof(IPart), (void**)&pPart);
if (FAILED(hr)) {
printf("Couldn't get the part: hr = 0x%08x\n", hr);
pConnDevice->Release();
CoUninitialize();
return __LINE__;
}
pConnDevice->Release();
// all the real work is done in this function
hr = WalkTreeBackwardsFromPart(pPart);
if (FAILED(hr)) {
printf("Couldn't walk the tree: hr = 0x%08x\n", hr);
pPart->Release();
CoUninitialize();
return __LINE__;
}
pPart->Release();
}
最后一部分叫做WalkTreeBackwardsFromPart是魔术发生的地方。
我在这里测试的代码只是通过输入部分并找到标有“Front Pink In”(这是麦克风的插孔)的那个,当音量正在显示时,它为此设置音量部分。这不是最好的代码,但我只是想找到正确的部分。
HRESULT WalkTreeBackwardsFromPart(IPart *pPart, int iTabLevel /* = 0 */) {
HRESULT hr = S_OK;
Tab(iTabLevel);
LPWSTR pwszPartName = NULL;
hr = pPart->GetName(&pwszPartName);
if (FAILED(hr)) {
printf("Could not get part name: hr = 0x%08x", hr);
return hr;
}
printf("Part name: %ws\n", *pwszPartName ? pwszPartName : L"(Unnamed)");
//CoTaskMemFree(pwszPartName);
// see if this is a volume node part
IAudioVolumeLevel *pVolume = NULL;
hr = pPart->Activate(CLSCTX_ALL, __uuidof(IAudioVolumeLevel), (void**)&pVolume);
if (E_NOINTERFACE == hr) {
// not a volume node
} else if (FAILED(hr)) {
printf("Unexpected failure trying to activate IAudioVolumeLevel: hr = 0x%08x\n", hr);
return hr;
} else {
// it's a volume node...
hr = DisplayVolume(pVolume, iTabLevel, wcscmp(L"Front Pink In", pwszPartName) == 0);
if (FAILED(hr)) {
printf("DisplayVolume failed: hr = 0x%08x", hr);
pVolume->Release();
return hr;
}
if (wcscmp(L"Microphone Boost", pwszPartName) == 0)
{
SetVolume(pVolume);
}
pVolume->Release();
}
CoTaskMemFree(pwszPartName);
// see if this is a mute node part
IAudioMute *pMute = NULL;
hr = pPart->Activate(CLSCTX_ALL, __uuidof(IAudioMute), (void**)&pMute);
if (E_NOINTERFACE == hr) {
// not a mute node
} else if (FAILED(hr)) {
printf("Unexpected failure trying to activate IAudioMute: hr = 0x%08x\n", hr);
return hr;
} else {
// it's a mute node...
hr = DisplayMute(pMute, iTabLevel);
if (FAILED(hr)) {
printf("DisplayMute failed: hr = 0x%08x", hr);
pMute->Release();
return hr;
}
pMute->Release();
}
// get the list of incoming parts
IPartsList *pIncomingParts = NULL;
//get the list of incoming parts
//hr = pPart->EnumPartsOutgoing(&pIncomingParts);
hr = pPart->EnumPartsIncoming(&pIncomingParts);
if (E_NOTFOUND == hr) {
// not an error... we've just reached the end of the path
Tab(iTabLevel);
printf("No incoming parts at this part\n");
return S_OK;
}
else
{
if (FAILED(hr)) {
printf("Couldn't enum incoming parts: hr = 0x%08x\n", hr);
return hr;
}
UINT nParts = 0;
hr = pIncomingParts->GetCount(&nParts);
if (FAILED(hr)) {
printf("Couldn't get count of incoming parts: hr = 0x%08x\n", hr);
pIncomingParts->Release();
return hr;
}
// walk the tree on each incoming part recursively
for (UINT n = 0; n < nParts; n++) {
IPart *pIncomingPart = NULL;
hr = pIncomingParts->GetPart(n, &pIncomingPart);
if (FAILED(hr)) {
printf("Couldn't get part #%u (0-based) of %u (1-basedSmile hr = 0x%08x\n", n, nParts, hr);
pIncomingParts->Release();
return hr;
}
hr = WalkTreeBackwardsFromPart(pIncomingPart, iTabLevel + 1);
if (FAILED(hr)) {
printf("Couldn't walk tree on part #%u (0-based) of %u (1-basedSmile hr = 0x%08x\n", n, nParts, hr);
pIncomingPart->Release();
pIncomingParts->Release();
return hr;
}
pIncomingPart->Release();
}
pIncomingParts->Release();
}
return S_OK;
}
HRESULT SetVolume(IAudioVolumeLevel *pVolume)
{
HRESULT hr = S_OK;
UINT nChannels = 0;
hr = pVolume->SetLevel(0,20.0,NULL);
return hr;
}
HRESULT DisplayVolume(IAudioVolumeLevel *pVolume, int iTabLevel, bool setVolume) {
HRESULT hr = S_OK;
UINT nChannels = 0;
hr = pVolume->GetChannelCount(&nChannels);
if (FAILED(hr)) {
printf("GetChannelCount failed: hr = %08x\n", hr);
return hr;
}
for (UINT n = 0; n < nChannels; n++) {
float fMinLevelDB, fMaxLevelDB, fStepping, fLevelDB;
hr = pVolume->GetLevelRange(n, &fMinLevelDB, &fMaxLevelDB, &fStepping);
if (FAILED(hr)) {
printf("GetLevelRange failed: hr = 0x%08x\n", hr);
return hr;
}
hr = pVolume->GetLevel(n, &fLevelDB);
if (FAILED(hr)) {
printf("GetLevel failed: hr = 0x%08x\n", hr);
return hr;
}
float levetToSet = fMinLevelDB + ((fMaxLevelDB-fMinLevelDB) * 50 /100.0);
if (setVolume && nChannels == 2)
{
if (n == 0)
{
hr = pVolume->SetLevel(n, fMinLevelDB,NULL);
}
else
{
hr = pVolume->SetLevel(n, fMaxLevelDB,NULL);
}
}
Tab(iTabLevel);
printf(
"Channel %u volume is %.3f dB (range is %.3f dB to %.3f dB in increments of %.3f dB)\n",
n, fLevelDB, fMinLevelDB, fMaxLevelDB, fStepping
);
}
return S_OK;
}
HRESULT DisplayMute(IAudioMute *pMute, int iTabLevel) {
HRESULT hr = S_OK;
BOOL bMuted = FALSE;
hr = pMute->GetMute(&bMuted);
if (FAILED(hr)) {
printf("GetMute failed: hr = 0x%08x\n", hr);
return hr;
}
Tab(iTabLevel);
printf("Mute node: %s\n", bMuted ? "MUTED" : "NOT MUTED");
return S_OK;
}
void Tab(int iTabLevel) {
if (0 >= iTabLevel) { return; }
printf("\t");
Tab(iTabLevel - 1);
}
反正当我设置此卷有人对HD音频管理器麦克风改变屏幕的播放音量L和R和音量滑块。
您不通过麦克风播放,您通过扬声器播放。我误解了吗? – 2013-04-07 12:22:49
在Realtek HD Audio Manager的麦克风选项卡中有回放音量级别,实际上我想控制此级别。 – haitaka 2013-04-07 12:24:43
好吧,我明白了,所以在这种情况下,麦克风插孔正用于从媒体设备播放? – 2013-04-07 12:27:32