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* Remove no-longer-used cmake Modules * Don't use OpenShot.h in ExampleHtml.cpp When `#include`-ing the whole mess, building the file was leading to what looked like out-of-memory errors. Replacing the monolithic header with just the necessary ones cleared it up. * .gitlab-ci.yml: Update for new Windows setup * Make unit tests work under Windows - Copying the built and depended (libopenshot-audio) DLLs into the unit test dir before building the tests ensures that when the test executables are run by the Catch.cmake module to discover their contents, the executables will find the DLLs they need in order to run. * Gitlab-ci: Run unit tests on Windows * Rename openshot-html-example (The former name, openshot-html-test, was too close to the new name format for all of our unit test executables, making things unnecessarily confusing.) * Rename JuceHeader.h to OpenShotAudio.h * Github Actions: Install ALSA libs With the switch to an EXPORTED CMake configuration for libopenshot-audio, its dependencies become our dependencies. Which means that CMake now correctly requires that the ALSA libs be installed.
136 lines
5.1 KiB
C++
136 lines
5.1 KiB
C++
/**
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* @file
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* @brief Header file for AudioReaderSource class
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* @author Jonathan Thomas <jonathan@openshot.org>
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*
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* @ref License
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*/
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/* LICENSE
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*
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* Copyright (c) 2008-2019 OpenShot Studios, LLC
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* <http://www.openshotstudios.com/>. This file is part of
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* OpenShot Library (libopenshot), an open-source project dedicated to
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* delivering high quality video editing and animation solutions to the
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* world. For more information visit <http://www.openshot.org/>.
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*
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* OpenShot Library (libopenshot) is free software: you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* OpenShot Library (libopenshot) is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef OPENSHOT_AUDIOREADERSOURCE_H
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#define OPENSHOT_AUDIOREADERSOURCE_H
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#include <iomanip>
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#include "ReaderBase.h"
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#include <OpenShotAudio.h>
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/// This namespace is the default namespace for all code in the openshot library
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namespace openshot
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{
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/**
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* @brief This class is used to expose any ReaderBase derived class as an AudioSource in JUCE.
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*
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* This allows any reader to play audio through JUCE (our audio framework).
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*/
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class AudioReaderSource : public juce::PositionableAudioSource
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{
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private:
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int position; /// The position of the audio source (index of buffer)
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bool repeat; /// Repeat the audio source when finished
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int size; /// The size of the internal buffer
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juce::AudioSampleBuffer *buffer; /// The audio sample buffer
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int speed; /// The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
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ReaderBase *reader; /// The reader to pull samples from
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int64_t frame_number; /// The current frame number
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std::shared_ptr<Frame> frame; /// The current frame object that is being read
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int64_t frame_position; /// The position of the current frame's buffer
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double estimated_frame; /// The estimated frame position of the currently playing buffer
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int estimated_samples_per_frame; /// The estimated samples per frame of video
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/// Get more samples from the reader
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void GetMoreSamplesFromReader();
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/// Reverse an audio buffer (for backwards audio)
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juce::AudioSampleBuffer* reverse_buffer(juce::AudioSampleBuffer* buffer);
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public:
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/// @brief Constructor that reads samples from a reader
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/// @param audio_reader This reader provides constant samples from a ReaderBase derived class
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/// @param starting_frame_number This is the frame number to start reading samples from the reader.
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/// @param buffer_size The max number of samples to keep in the buffer at one time.
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AudioReaderSource(ReaderBase *audio_reader, int64_t starting_frame_number, int buffer_size);
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/// Destructor
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~AudioReaderSource();
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/// @brief Get the next block of audio samples
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/// @param info This struct informs us of which samples are needed next.
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void getNextAudioBlock (const juce::AudioSourceChannelInfo& info);
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/// Prepare to play this audio source
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void prepareToPlay(int, double);
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/// Release all resources
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void releaseResources();
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/// @brief Set the next read position of this source
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/// @param newPosition The sample # to start reading from
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void setNextReadPosition (juce::int64 newPosition);
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/// Get the next read position of this source
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juce::int64 getNextReadPosition() const;
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/// Get the total length (in samples) of this audio source
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juce::int64 getTotalLength() const;
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/// Determines if this audio source should repeat when it reaches the end
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bool isLooping() const;
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/// @brief Set if this audio source should repeat when it reaches the end
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/// @param shouldLoop Determines if the audio source should repeat when it reaches the end
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void setLooping (bool shouldLoop);
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/// Update the internal buffer used by this source
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void setBuffer (juce::AudioSampleBuffer *audio_buffer);
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const ReaderInfo & getReaderInfo() const { return reader->info; }
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/// Return the current frame object
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std::shared_ptr<Frame> getFrame() const { return frame; }
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/// Get the estimate frame that is playing at this moment
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int64_t getEstimatedFrame() const { return int64_t(estimated_frame); }
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/// Set Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
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void setSpeed(int new_speed) { speed = new_speed; }
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/// Get Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
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int getSpeed() const { return speed; }
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/// Set Reader
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void Reader(ReaderBase *audio_reader) { reader = audio_reader; }
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/// Get Reader
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ReaderBase* Reader() const { return reader; }
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/// Seek to a specific frame
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void Seek(int64_t new_position) { frame_number = new_position; estimated_frame = new_position; }
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};
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}
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#endif
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