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libopenshot/src/AudioBufferSource.cpp

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#include "../include/AudioBufferSource.h"
using namespace std;
using namespace openshot;
// Default constructor
AudioBufferSource::AudioBufferSource(AudioSampleBuffer *audio_buffer)
: position(0), start(0), repeat(false), buffer(audio_buffer)
{ }
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// Destructor
AudioBufferSource::~AudioBufferSource()
{
// Clear and delete the buffer
buffer = NULL;
};
// Get the next block of audio samples
void AudioBufferSource::getNextAudioBlock (const AudioSourceChannelInfo& info)
{
int buffer_samples = buffer->getNumSamples();
int buffer_channels = buffer->getNumChannels();
if (info.numSamples > 0) {
int start = position;
int number_to_copy = 0;
// Determine how many samples to copy
if (start + info.numSamples <= buffer_samples)
{
// copy the full amount requested
number_to_copy = info.numSamples;
}
else if (start > buffer_samples)
{
// copy nothing
number_to_copy = 0;
}
else if (buffer_samples - start > 0)
{
// only copy what is left in the buffer
number_to_copy = buffer_samples - start;
}
else
{
// copy nothing
number_to_copy = 0;
}
// Determine if any samples need to be copied
if (number_to_copy > 0)
{
// Loop through each channel and copy some samples
for (int channel = 0; channel < buffer_channels; channel++)
info.buffer->copyFrom(channel, info.startSample, *buffer, channel, start, number_to_copy);
// Update the position of this audio source
position += number_to_copy;
}
}
}
// Prepare to play this audio source
void AudioBufferSource::prepareToPlay(int, double) { }
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// Release all resources
void AudioBufferSource::releaseResources() { }
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// Set the next read position of this source
void AudioBufferSource::setNextReadPosition (long long newPosition)
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{
// set position (if the new position is in range)
if (newPosition >= 0 && newPosition < buffer->getNumSamples())
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position = newPosition;
}
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// Get the next read position of this source
long long AudioBufferSource::getNextReadPosition() const
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{
// return the next read position
return position;
}
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// Get the total length (in samples) of this audio source
long long AudioBufferSource::getTotalLength() const
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{
// Get the length
return buffer->getNumSamples();
}
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// Determines if this audio source should repeat when it reaches the end
bool AudioBufferSource::isLooping() const
{
// return if this source is looping
return repeat;
}
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// Set if this audio source should repeat when it reaches the end
void AudioBufferSource::setLooping (bool shouldLoop)
{
// Set the repeat flag
repeat = shouldLoop;
}
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// Update the internal buffer used by this source
void AudioBufferSource::setBuffer (AudioSampleBuffer *audio_buffer)
{
buffer = audio_buffer;
setNextReadPosition(0);
}