/** * @file * @brief Header file for AudioReaderSource class * @author Jonathan Thomas * * @section LICENSE * * Copyright (c) 2008-2013 OpenShot Studios, LLC * (http://www.openshotstudios.com). This file is part of * OpenShot Library (http://www.openshot.org), an open-source project * dedicated to delivering high quality video editing and animation solutions * to the world. * * OpenShot Library is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenShot Library. If not, see . */ #ifndef OPENSHOT_AUDIOREADERSOURCE_H #define OPENSHOT_AUDIOREADERSOURCE_H /// Do not include the juce unittest headers, because it collides with unittest++ #define __JUCE_UNITTEST_JUCEHEADER__ #ifndef _NDEBUG /// Define NO debug for JUCE on mac os #define _NDEBUG #endif #include #include "JuceLibraryCode/JuceHeader.h" #include "ReaderBase.h" using namespace std; /// This namespace is the default namespace for all code in the openshot library namespace openshot { /** * @brief This class is used to expose any ReaderBase derived class as an AudioSource in JUCE. * * This allows any reader to play audio through JUCE (our audio framework). */ class AudioReaderSource : public PositionableAudioSource { private: int position; /// The position of the audio source (index of buffer) bool repeat; /// Repeat the audio source when finished int size; /// The size of the internal buffer AudioSampleBuffer *buffer; /// The audio sample buffer ReaderBase *reader; /// The reader to pull samples from int64 original_frame_number; /// The current frame to read from int64 frame_number; /// The current frame number tr1::shared_ptr frame; /// The current frame object that is being read int frame_position; /// The position of the current frame's buffer /// Get more samples from the reader void GetMoreSamplesFromReader(); public: /// @brief Constructor that reads samples from a reader /// @param reader This reader provides constant samples from a ReaderBase derived class /// @param starting_frame_number This is the frame number to start reading samples from the reader. AudioReaderSource(ReaderBase *audio_reader, int64 starting_frame_number, int buffer_size); /// Destructor ~AudioReaderSource(); /// @brief Get the next block of audio samples /// @param info This struct informs us of which samples are needed next. 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 (long long newPosition); /// Get the next read position of this source long long getNextReadPosition() const; /// Get the total length (in samples) of this audio source long long getTotalLength() const; /// 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 void setLooping (bool shouldLoop); /// Update the internal buffer used by this source void setBuffer (AudioSampleBuffer *audio_buffer); }; } #endif