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Initial check-in of OpenShot Library
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249
src/Frame.cpp
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249
src/Frame.cpp
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/**
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* \file
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* \brief Source code for the Frame class
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* \author Copyright (c) 2011 Jonathan Thomas
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*/
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#include "../include/Frame.h"
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using namespace std;
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using namespace openshot;
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// Constructor - blank frame (300x200 blank image, 48kHz audio silence)
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Frame::Frame() : number(1), pts(0), image(0), audio(0)
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{
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// Init the image magic and audio buffer
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image = new Magick::Image(Magick::Geometry(300,200), Magick::Color("red"));
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audio = new juce::AudioSampleBuffer(2,1600);
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// initialize the audio samples to zero (silence)
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audio->clear();
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};
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// Constructor - image only (48kHz audio silence)
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Frame::Frame(int number, int width, int height, string color) : number(number), pts(0), image(0), audio(0)
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{
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// Init the image magic and audio buffer
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image = new Magick::Image(Magick::Geometry(width, height), Magick::Color(color));
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audio = new juce::AudioSampleBuffer(2,1600);
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// initialize the audio samples to zero (silence)
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audio->clear();
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};
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// Constructor - image only from pixel array (48kHz audio silence)
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Frame::Frame(int number, int pts, int width, int height, const string map, const Magick::StorageType type, const void *pixels)
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: number(number), pts(pts), image(0), audio(0)
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{
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// Init the image magic and audio buffer
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image = new Magick::Image(width, height, map, type, pixels);
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audio = new juce::AudioSampleBuffer(2,1600);
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// initialize the audio samples to zero (silence)
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audio->clear();
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};
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// Constructor - audio only (300x200 blank image)
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Frame::Frame(int number, int samples, int channels) : number(number), pts(0), image(0), audio(0)
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{
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// Init the image magic and audio buffer
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image = new Magick::Image(Magick::Geometry(300, 200), Magick::Color("white"));
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audio = new juce::AudioSampleBuffer(channels, samples);
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// initialize the audio samples to zero (silence)
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audio->clear();
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};
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// Constructor - image & audio
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Frame::Frame(int number, int width, int height, string color, int samples, int channels) : number(number), pts(0), image(0), audio(0)
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{
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// Init the image magic and audio buffer
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image = new Magick::Image(Magick::Geometry(width, height), Magick::Color(color));
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audio = new juce::AudioSampleBuffer(channels, samples);
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// initialize the audio samples to zero (silence)
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audio->clear();
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};
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// Destructor
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Frame::~Frame()
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{
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// deallocate image and audio memory
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DeletePointers();
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}
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// Copy constructor
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Frame::Frame ( const Frame &other )
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{
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// copy pointers and data
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DeepCopy(other);
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}
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// Assignment operator
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Frame& Frame::operator= (const Frame& other)
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{
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if (this != &other) {
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// deallocate image and audio memory
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DeletePointers();
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// copy pointers and data
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DeepCopy(other);
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}
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// return this instance
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return *this;
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}
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// Copy data and pointers from another Frame instance
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void Frame::DeepCopy(const Frame& other)
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{
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// ignore copy if objects are the same
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number = other.number;
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image = new Magick::Image(*(other.image));
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audio = new juce::AudioSampleBuffer(*(other.audio));
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}
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// Deallocate image and audio memory
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void Frame::DeletePointers()
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{
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// deallocate image memory
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delete image;
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image = NULL;
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// deallocate audio memory
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delete audio;
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audio = NULL;
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}
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// Display the frame image to the screen (primarily used for debugging reasons)
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void Frame::Display()
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{
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// display the image
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image->display();
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}
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// Get pixel data (as packets)
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const Magick::PixelPacket* Frame::GetPixels()
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{
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// Return arry of pixel packets
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return image->getConstPixels(0,0, image->columns(), image->rows());
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}
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// Get pixel data (for only a single scan-line)
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const Magick::PixelPacket* Frame::GetPixels(int row)
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{
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// Return arry of pixel packets
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return image->getConstPixels(0,row, image->columns(), 1);
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}
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// Get pixel data (for a resized image)
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const Magick::PixelPacket* Frame::GetPixels(unsigned int width, unsigned int height, int frame)
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{
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// Create a new resized image
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Magick::Image newImage = *image;
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newImage.resize(Magick::Geometry(width, height));
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stringstream file;
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file << "frame" << frame << ".png";
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newImage.write(file.str());
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// Return arry of pixel packets
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return newImage.getConstPixels(0,0, newImage.columns(), newImage.rows());
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}
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// Get height of image
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int Frame::GetHeight()
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{
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// return height
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return image->rows();
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}
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// Get height of image
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int Frame::GetWidth()
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{
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// return width
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return image->columns();
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}
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// Save the frame image
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void Frame::Save()
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{
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// save the image
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stringstream file;
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file << "frame" << number << ".png";
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image->write(file.str());
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}
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// Add audio samples to a specific channel
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void Frame::AddAudio(int destChannel, int destStartSample, const float* source, int numSamples, float gainToApplyToSource = 1.0f)
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{
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// Add samples to frame's audio buffer
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audio->addFrom(destChannel, destStartSample, source, numSamples, gainToApplyToSource);
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}
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// Play audio samples for this frame
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void Frame::Play()
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{
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AudioDeviceManager deviceManager;
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deviceManager.initialise (0, /* number of input channels */
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audio->getNumChannels(), /* number of output channels */
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0, /* no XML settings.. */
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true /* select default device on failure */);
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AudioFormatManager formatManager;
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formatManager.registerBasicFormats();
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AudioSourcePlayer audioSourcePlayer;
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deviceManager.addAudioCallback (&audioSourcePlayer);
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ScopedPointer<AudioBufferSource> my_source;
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my_source = new AudioBufferSource(audio->getNumSamples(), audio->getNumChannels());
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cout << "audio->getNumSamples(): " << audio->getNumSamples() << endl;
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// Add audio to AudioBufferSource
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for (int channel = 0; channel < audio->getNumChannels(); channel++)
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{
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// Add audio for each channel
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my_source->AddAudio(channel, 0, audio->getSampleData(channel), audio->getNumSamples(), 1.0f);
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}
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AudioTransportSource transport1;
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transport1.setSource (my_source,
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5000, // tells it to buffer this many samples ahead
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(double) 8000);
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transport1.setPosition (0);
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transport1.setGain(1.0);
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// Create MIXER
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MixerAudioSource mixer;
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mixer.addInputSource(&transport1, false);
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audioSourcePlayer.setSource (&mixer);
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// Start transports
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transport1.start();
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while (transport1.isPlaying())
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{
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cout << "playing" << endl;
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sleep(1);
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}
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cout << "DONE!!!" << endl;
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transport1.stop();
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transport1.setSource (0);
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audioSourcePlayer.setSource (0);
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deviceManager.removeAudioCallback (&audioSourcePlayer);
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deviceManager.closeAudioDevice();
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deviceManager.removeAllChangeListeners();
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deviceManager.dispatchPendingMessages();
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cout << "End of Play()" << endl;
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}
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