[Some information relates to pre-released product which may be substantially modified before it’s commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]Gets the current sound level of the streams associated with IAudioStateMonitor.
Consider the following scenario, where a game chooses to play GameMedia audio only when it is known that the audio will not be muted by the OS due to policy. In order to achieve this, the game registers for SoundLevel notifications for the AudioCategory_GameMedia stream category on the default console endpoint. If the SoundLevel for this category is set to ‘Muted’ then the game will stop playback of its GameMedia stream. If the SoundLevel is set to anything else, the game chooses to play its GameMedia stream.
// global variables winrt::com_ptr<IAudioStateMonitor> g_audioStateMonitor; AudioStateMonitorRegistrationHandle g_registration = 0; // Returns true if the GameMedia stream should be disabled, false if it should be // enabled. bool IsSoundLevelMuted(_In_ IAudioStateMonitor* audioStateMonitor) { return (audioStateMonitor->GetSoundLevel() == AudioStateMonitorSoundLevel::Muted); } HRESULT StartTrackingSoundLevel() { // Create an AudioStateMonitor and register for callbacks from it. HRESULT hr = RegisterForSoundLevelChanges(); if (SUCCEEDED(hr)) { // Check the current sound level and determine if the GameMedia stream should // be enabled. bool disableGameMediaStream = IsSoundLevelMuted(g_audioStateMonitor.get()); // Add code here that enables or disables the GameMedia stream based on the // value of the boolean. } return hr; } HRESULT RegisterForSoundLevelChanges() { HRESULT hr = S_OK; // Create a new AudioStateMonitor for the GameMedia category, if needed, and // register for callbacks. if (m_audioStateMonitor == nullptr) { hr = CreateRenderAudioStateMonitorForCategoryAndDeviceRole( AudioCategory_GameMedia, ERole::eConsole, g_audioStateMonitor.put()); if (SUCCEEDED(hr)) { // Optional "context" parameter is not used in this example, // and is set to nullptr. hr = g_audioStateMonitor->RegisterCallback(OnAudioStateMonitorCallback, nullptr, &g_registration); } } if (FAILED(hr)) { // g_audioStateMonitor is a smart pointer, so if an IAudioStateMonitor was // allocated, setting the smart pointer to null invokes the Release method // which will decrement its usage count and ensure that the object is properly // destroyed. g_audioStateMonitor = nullptr; } return hr; } // Unregister callbacks on program shutdown void UnregisterForSoundLevelChanges() { if (g_audioStateMonitor != nullptr) { if (g_registration) { g_audioStateMonitor->UnregisterCallback(g_registration); } // g_audioStateMonitor is a smart pointer, so setting it to null // invokes the Release method to decrement its usage count. g_audioStateMonitor = nullptr; } } void OnAudioStateMonitorCallback(_In_ IAudioStateMonitor* audioStateMonitor, _In_opt_ void* context) { bool disableGameMediaStream = IsSoundLevelMuted(audioStateMonitor); // Add code here that enables or disables the GameMedia stream based on the value // of the boolean. }