2014-01-27 19:03:46 +08:00
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/**
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* @file
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* @brief Source file for AudioPlaybackThread class
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* @author Duzy Chan <code@duzy.info>
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2014-03-23 01:12:29 -05:00
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* @author Jonathan Thomas <jonathan@openshot.org> *
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2014-01-27 19:03:46 +08:00
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*
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* @section LICENSE
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*
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2014-03-29 18:49:22 -05:00
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* Copyright (c) 2008-2014 OpenShot Studios, LLC
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* <http://www.openshotstudios.com/>. This file is part of
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* OpenShot Library (libopenshot), an open-source project dedicated to
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* delivering high quality video editing and animation solutions to the
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* world. For more information visit <http://www.openshot.org/>.
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2014-01-27 19:03:46 +08:00
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*
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2014-03-29 18:49:22 -05:00
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* OpenShot Library (libopenshot) is free software: you can redistribute it
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* and/or modify it under the terms of the GNU Affero General Public License
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* as published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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2014-01-27 19:03:46 +08:00
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*
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2014-03-29 18:49:22 -05:00
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* OpenShot Library (libopenshot) is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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2014-01-27 19:03:46 +08:00
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*
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2014-03-29 18:49:22 -05:00
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* You should have received a copy of the GNU Affero General Public License
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* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Also, if your software can interact with users remotely through a computer
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* network, you should also make sure that it provides a way for users to
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* get its source. For example, if your program is a web application, its
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* interface could display a "Source" link that leads users to an archive
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* of the code. There are many ways you could offer source, and different
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* solutions will be better for different programs; see section 13 for the
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* specific requirements.
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*
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* You should also get your employer (if you work as a programmer) or school,
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* if any, to sign a "copyright disclaimer" for the program, if necessary.
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* For more information on this, and how to apply and follow the GNU AGPL, see
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* <http://www.gnu.org/licenses/>.
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2014-01-27 19:03:46 +08:00
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*/
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2014-03-30 23:21:30 -05:00
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2014-04-10 22:38:01 -05:00
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#include "../../include/Qt/AudioPlaybackThread.h"
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2014-01-27 19:03:46 +08:00
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namespace openshot
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{
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2014-02-02 02:20:30 +08:00
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struct SafeTimeSliceThread : TimeSliceThread
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{
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SafeTimeSliceThread(const String & s) : TimeSliceThread(s) {}
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void run()
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{
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try {
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TimeSliceThread::run();
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} catch (const TooManySeeks & e) {
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// ...
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}
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}
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};
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2014-03-23 01:12:29 -05:00
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// Construtor
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AudioPlaybackThread::AudioPlaybackThread()
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: Thread("audio-playback")
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, audioDeviceManager()
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, player()
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, transport()
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, mixer()
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, source(NULL)
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, sampleRate(0.0)
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, numChannels(0)
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2014-03-21 01:25:17 -05:00
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, buffer_size(10000)
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2014-01-31 16:27:16 +08:00
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{
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}
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2014-03-23 01:12:29 -05:00
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// Destructor
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AudioPlaybackThread::~AudioPlaybackThread()
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{
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}
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2014-03-23 01:12:29 -05:00
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// Set the reader object
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void AudioPlaybackThread::Reader(ReaderBase *reader)
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{
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if (!source) {
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sampleRate = reader->info.sample_rate;
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numChannels = reader->info.channels;
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source = new AudioReaderSource(reader, 1, buffer_size);
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}
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2014-01-31 16:27:16 +08:00
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}
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2014-03-23 01:12:29 -05:00
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// Get the current frame object (which is filling the buffer)
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2014-01-31 23:07:36 +08:00
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tr1::shared_ptr<Frame> AudioPlaybackThread::getFrame()
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{
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if (source) return source->getFrame();
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return tr1::shared_ptr<Frame>();
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}
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2014-03-23 01:12:29 -05:00
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// Get the currently playing frame number
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2014-02-14 10:19:50 +08:00
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int AudioPlaybackThread::getCurrentFramePosition()
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{
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return source ? source->getEstimatedFrame() : 0;
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}
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2014-03-23 01:12:29 -05:00
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// Seek the audio thread
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void AudioPlaybackThread::Seek(int new_position)
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{
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source->Seek(new_position);
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}
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// Start audio thread
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void AudioPlaybackThread::run()
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2014-01-27 19:03:46 +08:00
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{
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2014-02-11 15:53:19 +08:00
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// Init audio device
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2014-01-27 19:03:46 +08:00
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audioDeviceManager.initialise (
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0, /* number of input channels */
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2014-02-10 17:16:33 -06:00
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numChannels, /* number of output channels */
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2014-01-27 19:03:46 +08:00
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0, /* no XML settings.. */
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true /* select default device on failure */);
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2014-02-10 17:16:33 -06:00
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// Add callback
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audioDeviceManager.addAudioCallback(&player);
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2014-01-31 16:27:16 +08:00
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// Create TimeSliceThread for audio buffering
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2014-02-02 02:20:30 +08:00
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SafeTimeSliceThread thread("audio-buffer");
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thread.startThread();
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2014-01-31 16:27:16 +08:00
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2014-02-10 17:16:33 -06:00
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// Connect source to transport
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2014-01-31 16:27:16 +08:00
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transport.setSource(
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source,
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buffer_size, // tells it to buffer this many samples ahead
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&thread,
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sampleRate,
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numChannels);
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transport.setPosition(0);
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transport.setGain(1.0);
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2014-02-10 17:16:33 -06:00
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// Connect transport to mixer and player
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mixer.addInputSource(&transport, false);
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player.setSource(&mixer);
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cout << "starting transport" << endl;
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transport.start();
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2014-02-11 15:53:19 +08:00
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while (!threadShouldExit() && transport.isPlaying()) {
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2014-03-23 01:12:29 -05:00
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sleep(100);
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}
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transport.stop();
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transport.setSource(0);
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2014-01-27 19:03:46 +08:00
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player.setSource(0);
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audioDeviceManager.removeAudioCallback(&player);
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audioDeviceManager.closeAudioDevice();
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audioDeviceManager.removeAllChangeListeners();
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audioDeviceManager.dispatchPendingMessages();
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2014-03-23 01:12:29 -05:00
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// Remove source
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delete source;
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source = NULL;
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2014-01-27 19:03:46 +08:00
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}
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}
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