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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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Audio acquisition class for Windows

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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Audio acquisition class for Windows

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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Audio acquisition class for Windows

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

About

Audio acquisition class for Windows

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

About

Audio acquisition class for Windows

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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Audio acquisition class for Windows

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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WaveIn

Very simple audio acquisition class for bcc32c/bcc64 compilers

Description

It is a very small header-only library for capturing audio with Windows. It consists of only one header file, although an "empty" .cpp file is paired with the .h file to form a so-called Unit.

Internally, it uses a callback procedure from Multimedia API (mmeapi.h header) to produce another callback in the context of the running class instance (object), so be careful because the code of the callback runs in the context of a separated multimedia thread.

Usage

The usage is fairly simple: first, include the header file WaveIn.h and declare a specific WaveInCO device according with the type of sample to treat:

#include<cstdint>
#include"WaveIn.h"// Declare a type representing a WaveIn device treating 16 bit signed samplesusing WaveInType = App::WaveInCO<int16_t>;

Then, lets define an instance passing some parameters (device, input channel count, buffer(s) length, and sample rate) and the callable object (lambda, function, functor... etc). In the example below, a lambda was used.

// Declare an instance
WaveInType Wi( 0, // Input device number 2, // Stereo channels (2 channels)1024, // 1 KiB buffer lenght44100, // Sample rate (CD)
[]( auto& Buffer ) {
// Buffer contains the samples to process// In this example, Buffer is a//// std::vector<int16_t> const &//// Note: this code runs in the context // of a separate thread from the one that// created the WaveInCO object.
}
);
// Start acquisition
Wi.Start(); 

Finally, when the acquisition has to end, just call the Stop function (or destroy the instance).

Wi.Stop();

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Audio acquisition class for Windows

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