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libopenshot/include/AudioBufferSource.h

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/**
* @file
* @brief Header file for AudioBufferSource class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* OpenShot Library (libopenshot) is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
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#ifndef OPENSHOT_AUDIOBUFFERSOURCE_H
#define OPENSHOT_AUDIOBUFFERSOURCE_H
/// Do not include the juce unittest headers, because it collides with unittest++
#define __JUCE_UNITTEST_JUCEHEADER__
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#ifndef _NDEBUG
/// Define NO debug for JUCE on mac os
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#define _NDEBUG
#endif
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#include <iomanip>
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#include "JuceHeader.h"
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using namespace std;
/// This namespace is the default namespace for all code in the openshot library
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namespace openshot
{
/**
* @brief This class is used to expose an AudioSampleBuffer as an AudioSource in JUCE.
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*
* The <a href="http://www.juce.com/">JUCE</a> library cannot play audio directly from an AudioSampleBuffer, so this class exposes
* an AudioSampleBuffer as a AudioSource, so that JUCE can play the audio.
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*/
class AudioBufferSource : public PositionableAudioSource
{
private:
int position;
int start;
bool repeat;
AudioSampleBuffer *buffer;
public:
/// @brief Default constructor
/// @param audio_buffer This buffer contains the samples you want to play through JUCE.
AudioBufferSource(AudioSampleBuffer *audio_buffer);
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/// Destructor
~AudioBufferSource();
/// @brief Get the next block of audio samples
/// @param info This struct informs us of which samples are needed next.
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void getNextAudioBlock (const AudioSourceChannelInfo& info);
/// Prepare to play this audio source
void prepareToPlay(int, double);
/// Release all resources
void releaseResources();
/// @brief Set the next read position of this source
/// @param newPosition The sample # to start reading from
void setNextReadPosition (int64 newPosition);
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/// Get the next read position of this source
int64 getNextReadPosition() const;
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/// Get the total length (in samples) of this audio source
int64 getTotalLength() const;
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/// Determines if this audio source should repeat when it reaches the end
bool isLooping() const;
/// @brief Set if this audio source should repeat when it reaches the end
/// @param shouldLoop Determines if the audio source should repeat when it reaches the end
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void setLooping (bool shouldLoop);
/// Update the internal buffer used by this source
void setBuffer (AudioSampleBuffer *audio_buffer);
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};
}
#endif