#import "OutputsArrayController.h" @implementation OutputsArrayController - (void)awakeFromNib { NSLog(@"initOutputDeviceList"); [self removeObjects:[self arrangedObjects]]; [self setSelectsInsertedObjects:NO]; NSLog(@"OutputCoreAudio.setup()"); UInt32 propsize; verify_noerr(AudioHardwareGetPropertyInfo(kAudioHardwarePropertyDevices, &propsize, NULL)); int nDevices = propsize / sizeof(AudioDeviceID); AudioDeviceID *devids = malloc(propsize); verify_noerr(AudioHardwareGetProperty(kAudioHardwarePropertyDevices, &propsize, devids)); int i; NSLog(@"Number of devices: %d", nDevices); NSDictionary *defaultDevice = [[[NSUserDefaultsController sharedUserDefaultsController] defaults] objectForKey:@"outputDevice"]; for (i = 0; i < nDevices; ++i) { char name[64]; UInt32 maxlen = 64; verify_noerr(AudioDeviceGetProperty(devids[i], 0, false, kAudioDevicePropertyDeviceName, &maxlen, name)); NSLog(@"Device: %d %s", devids[i], name); // Ignore devices that have no output channels: // This tells us the size of the buffer required to hold the information about the channels UInt32 propSize; verify_noerr(AudioDeviceGetPropertyInfo(devids[i], 0, false, kAudioDevicePropertyStreamConfiguration, &propSize, NULL)); // Knowing the size of the required buffer, we can determine how many channels there are // without actually allocating a buffer and requesting the information. // (we don't care about the exact number of channels, only if there are more than zero or not) if (propSize <= sizeof(UInt32)) continue; NSObject *deviceInfo = [NSDictionary dictionaryWithObjectsAndKeys: [NSString stringWithCString:name], @"name", [NSNumber numberWithLong:devids[i]], @"deviceID", nil]; [self addObject:deviceInfo]; if (defaultDevice) { if ([[defaultDevice objectForKey:@"deviceID"] isEqualToNumber:[deviceInfo objectForKey:@"deviceID"]]) { [self setSelectedObjects:[NSArray arrayWithObject:deviceInfo]]; NSLog(@"Selected default!"); } } [deviceInfo release]; } free(devids); if (!defaultDevice) [self setSelectionIndex:0]; } @end