/** * @file * @brief Header file for AudioBufferSource 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_AUDIOBUFFERSOURCE_H #define OPENSHOT_AUDIOBUFFERSOURCE_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" 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 an AudioSampleBuffer as an AudioSource in JUCE. * * The JUCE library cannot play audio directly from an AudioSampleBuffer, so this class exposes * an AudioSampleBuffer as a AudioSource, so that JUCE can play the audio. */ class AudioBufferSource : public PositionableAudioSource { private: int position; int start; bool repeat; AudioSampleBuffer *buffer; public: /// @brief Default constructor /// @param audio_buffer This buffer contains the samples you want to play through JUCE. AudioBufferSource(AudioSampleBuffer *audio_buffer); /// Destructor ~AudioBufferSource(); /// @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