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libopenshot/src/Qt/AudioPlaybackThread.cpp

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/**
* @file
* @brief Source file for AudioPlaybackThread class
* @author Duzy Chan <code@duzy.info>
* @author Jonathan Thomas <jonathan@openshot.org> *
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*
* @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/>.
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*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Affero General Public License
* as published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
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*
* 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 Affero General Public License for more details.
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*
* You should have received a copy of the GNU Affero General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*
* Also, if your software can interact with users remotely through a computer
* network, you should also make sure that it provides a way for users to
* get its source. For example, if your program is a web application, its
* interface could display a "Source" link that leads users to an archive
* of the code. There are many ways you could offer source, and different
* solutions will be better for different programs; see section 13 for the
* specific requirements.
*
* You should also get your employer (if you work as a programmer) or school,
* if any, to sign a "copyright disclaimer" for the program, if necessary.
* For more information on this, and how to apply and follow the GNU AGPL, see
* <http://www.gnu.org/licenses/>.
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*/
#include "../../include/Qt/AudioPlaybackThread.h"
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namespace openshot
{
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struct SafeTimeSliceThread : TimeSliceThread
{
SafeTimeSliceThread(const String & s) : TimeSliceThread(s) {}
void run()
{
try {
TimeSliceThread::run();
} catch (const TooManySeeks & e) {
// ...
}
}
};
// Construtor
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AudioPlaybackThread::AudioPlaybackThread()
: Thread("audio-playback")
, audioDeviceManager()
, player()
, transport()
, mixer()
, source(NULL)
, sampleRate(0.0)
, numChannels(0)
, buffer_size(10000)
{
}
// Destructor
AudioPlaybackThread::~AudioPlaybackThread()
{
}
// Set the reader object
void AudioPlaybackThread::Reader(ReaderBase *reader)
{
if (!source) {
sampleRate = reader->info.sample_rate;
numChannels = reader->info.channels;
source = new AudioReaderSource(reader, 1, buffer_size);
}
}
// Get the current frame object (which is filling the buffer)
tr1::shared_ptr<Frame> AudioPlaybackThread::getFrame()
{
if (source) return source->getFrame();
return tr1::shared_ptr<Frame>();
}
// Get the currently playing frame number
int AudioPlaybackThread::getCurrentFramePosition()
{
return source ? source->getEstimatedFrame() : 0;
}
// Seek the audio thread
void AudioPlaybackThread::Seek(int new_position)
{
source->Seek(new_position);
}
// Start audio thread
void AudioPlaybackThread::run()
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{
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// Init audio device
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audioDeviceManager.initialise (
0, /* number of input channels */
numChannels, /* number of output channels */
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0, /* no XML settings.. */
true /* select default device on failure */);
// Add callback
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audioDeviceManager.addAudioCallback(&player);
// Create TimeSliceThread for audio buffering
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SafeTimeSliceThread thread("audio-buffer");
thread.startThread();
// Connect source to transport
transport.setSource(
source,
buffer_size, // tells it to buffer this many samples ahead
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&thread,
sampleRate,
numChannels);
transport.setPosition(0);
transport.setGain(1.0);
// Connect transport to mixer and player
mixer.addInputSource(&transport, false);
player.setSource(&mixer);
cout << "starting transport" << endl;
transport.start();
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while (!threadShouldExit() && transport.isPlaying()) {
sleep(100);
}
transport.stop();
transport.setSource(0);
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player.setSource(0);
audioDeviceManager.removeAudioCallback(&player);
audioDeviceManager.closeAudioDevice();
audioDeviceManager.removeAllChangeListeners();
audioDeviceManager.dispatchPendingMessages();
// Remove source
delete source;
source = NULL;
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}
}