Files
libopenshot/src/Qt/AudioPlaybackThread.cpp

93 lines
2.5 KiB
C++

/**
* @file
* @brief Source file for AudioPlaybackThread class
* @author Duzy Chan <code@duzy.info>
*
* @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 <http://www.gnu.org/licenses/>.
*/
#include "../include/ReaderBase.h"
#include "../include/RendererBase.h"
#include "AudioPlaybackThread.h"
namespace openshot
{
AudioPlaybackThread::AudioPlaybackThread()
: Thread("audio-playback")
, audioDeviceManager()
, player()
, transport()
, mixer()
, source(NULL)
, sampleRate(0.0)
, numChannels(0)
{
audioDeviceManager.initialise (
0, /* number of input channels */
2, /* number of output channels */
0, /* no XML settings.. */
true /* select default device on failure */);
audioDeviceManager.addAudioCallback(&player);
mixer.addInputSource(&transport, false);
player.setSource(&mixer);
}
AudioPlaybackThread::~AudioPlaybackThread()
{
player.setSource(0);
audioDeviceManager.removeAudioCallback(&player);
audioDeviceManager.closeAudioDevice();
audioDeviceManager.removeAllChangeListeners();
audioDeviceManager.dispatchPendingMessages();
}
void AudioPlaybackThread::run()
{
while (!threadShouldExit()) {
play.wait();
/*
// Create TimeSliceThread for audio buffering
TimeSliceThread my_thread("Audio buffer thread");
// Start thread
my_thread.startThread();
transport.setSource(
&source,
5000, // tells it to buffer this many samples ahead
&my_thread,
sampleRate,
numChannels);
transport.setPosition(0);
transport.setGain(1.0);
transport.start();
while (transport.isPlaying()) {
sleep(10);
}
transport.stop();
transport.setSource(0);
*/
played.signal();
}
}
}