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libopenshot/include/AudioBufferSource.h

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2.9 KiB
C++

/**
* @file
* @brief Header file for AudioBufferSource class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @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/>.
*/
#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 <iomanip>
#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 <a href="http://www.juce.com/">JUCE</a> 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:
/// Default constructor
AudioBufferSource(AudioSampleBuffer *audio_buffer);
/// Destructor
~AudioBufferSource();
/// Get the next block of audio samples
void getNextAudioBlock (const AudioSourceChannelInfo& info);
/// Prepare to play this audio source
void prepareToPlay(int, double);
/// Release all resources
void releaseResources();
/// Set the next read position of this source
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;
/// Set if this 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