2018-06-17 20:34:53 +08:00
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Used by AudioSource::getNextAudioBlock().
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@tags{Audio}
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*/
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struct JUCE_API AudioSourceChannelInfo
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{
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/** Creates an uninitialised AudioSourceChannelInfo. */
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2019-06-23 03:41:38 +08:00
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AudioSourceChannelInfo() = default;
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2018-06-17 20:34:53 +08:00
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/** Creates an AudioSourceChannelInfo. */
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AudioSourceChannelInfo (AudioBuffer<float>* bufferToUse,
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int startSampleOffset, int numSamplesToUse) noexcept
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: buffer (bufferToUse),
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startSample (startSampleOffset),
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numSamples (numSamplesToUse)
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{
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}
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/** Creates an AudioSourceChannelInfo that uses the whole of a buffer.
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Note that the buffer provided must not be deleted while the
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AudioSourceChannelInfo is still using it.
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*/
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explicit AudioSourceChannelInfo (AudioBuffer<float>& bufferToUse) noexcept
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: buffer (&bufferToUse),
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startSample (0),
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numSamples (bufferToUse.getNumSamples())
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{
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}
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/** The destination buffer to fill with audio data.
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When the AudioSource::getNextAudioBlock() method is called, the active section
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of this buffer should be filled with whatever output the source produces.
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Only the samples specified by the startSample and numSamples members of this structure
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should be affected by the call.
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The contents of the buffer when it is passed to the AudioSource::getNextAudioBlock()
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method can be treated as the input if the source is performing some kind of filter operation,
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but should be cleared if this is not the case - the clearActiveBufferRegion() is
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a handy way of doing this.
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The number of channels in the buffer could be anything, so the AudioSource
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must cope with this in whatever way is appropriate for its function.
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*/
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AudioBuffer<float>* buffer;
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/** The first sample in the buffer from which the callback is expected
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to write data. */
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int startSample;
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/** The number of samples in the buffer which the callback is expected to
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fill with data. */
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int numSamples;
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/** Convenient method to clear the buffer if the source is not producing any data. */
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void clearActiveBufferRegion() const
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{
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if (buffer != nullptr)
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buffer->clear (startSample, numSamples);
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}
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};
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//==============================================================================
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/**
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Base class for objects that can produce a continuous stream of audio.
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An AudioSource has two states: 'prepared' and 'unprepared'.
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When a source needs to be played, it is first put into a 'prepared' state by a call to
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prepareToPlay(), and then repeated calls will be made to its getNextAudioBlock() method to
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process the audio data.
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Once playback has finished, the releaseResources() method is called to put the stream
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back into an 'unprepared' state.
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@see AudioFormatReaderSource, ResamplingAudioSource
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@tags{Audio}
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*/
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class JUCE_API AudioSource
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{
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protected:
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//==============================================================================
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/** Creates an AudioSource. */
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AudioSource() = default;
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2018-06-17 20:34:53 +08:00
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public:
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/** Destructor. */
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virtual ~AudioSource() = default;
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2018-06-17 20:34:53 +08:00
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//==============================================================================
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/** Tells the source to prepare for playing.
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An AudioSource has two states: prepared and unprepared.
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The prepareToPlay() method is guaranteed to be called at least once on an 'unpreprared'
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source to put it into a 'prepared' state before any calls will be made to getNextAudioBlock().
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This callback allows the source to initialise any resources it might need when playing.
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Once playback has finished, the releaseResources() method is called to put the stream
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back into an 'unprepared' state.
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Note that this method could be called more than once in succession without
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a matching call to releaseResources(), so make sure your code is robust and
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can handle that kind of situation.
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@param samplesPerBlockExpected the number of samples that the source
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will be expected to supply each time its
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getNextAudioBlock() method is called. This
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number may vary slightly, because it will be dependent
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on audio hardware callbacks, and these aren't
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guaranteed to always use a constant block size, so
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the source should be able to cope with small variations.
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@param sampleRate the sample rate that the output will be used at - this
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is needed by sources such as tone generators.
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@see releaseResources, getNextAudioBlock
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*/
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virtual void prepareToPlay (int samplesPerBlockExpected,
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double sampleRate) = 0;
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/** Allows the source to release anything it no longer needs after playback has stopped.
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This will be called when the source is no longer going to have its getNextAudioBlock()
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method called, so it should release any spare memory, etc. that it might have
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allocated during the prepareToPlay() call.
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Note that there's no guarantee that prepareToPlay() will actually have been called before
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releaseResources(), and it may be called more than once in succession, so make sure your
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code is robust and doesn't make any assumptions about when it will be called.
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@see prepareToPlay, getNextAudioBlock
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*/
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virtual void releaseResources() = 0;
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/** Called repeatedly to fetch subsequent blocks of audio data.
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After calling the prepareToPlay() method, this callback will be made each
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time the audio playback hardware (or whatever other destination the audio
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data is going to) needs another block of data.
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It will generally be called on a high-priority system thread, or possibly even
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an interrupt, so be careful not to do too much work here, as that will cause
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audio glitches!
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@see AudioSourceChannelInfo, prepareToPlay, releaseResources
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*/
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virtual void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) = 0;
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};
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} // namespace juce
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