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100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
/**
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* @file
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* @brief Header file for AudioBufferSource class
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* @author Jonathan Thomas <jonathan@openshot.org>
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*
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* @section LICENSE
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*
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* Copyright (c) 2008-2013 OpenShot Studios, LLC
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* (http://www.openshotstudios.com). This file is part of
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* OpenShot Library (http://www.openshot.org), an open-source project
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* dedicated to delivering high quality video editing and animation solutions
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* to the world.
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*
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* OpenShot Library is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenShot Library is distributed in the hope that it will be useful,
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* 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 General Public License for more details.
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*
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* You should have received a copy of the GNU 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_AUDIOBUFFERSOURCE_H
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#define OPENSHOT_AUDIOBUFFERSOURCE_H
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/// Do not include the juce unittest headers, because it collides with unittest++
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#define __JUCE_UNITTEST_JUCEHEADER__
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#ifndef _NDEBUG
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/// Define NO debug for JUCE on mac os
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#define _NDEBUG
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#endif
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#include <iomanip>
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#include "JuceLibraryCode/JuceHeader.h"
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using namespace std;
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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 an AudioSampleBuffer as an AudioSource in JUCE.
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*
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* The <a href="http://www.juce.com/">JUCE</a> library cannot play audio directly from an AudioSampleBuffer, so this class exposes
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* an AudioSampleBuffer as a AudioSource, so that JUCE can play the audio.
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*/
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class AudioBufferSource : public PositionableAudioSource
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{
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private:
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int position;
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int start;
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bool repeat;
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AudioSampleBuffer *buffer;
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public:
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/// Default constructor
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AudioBufferSource(AudioSampleBuffer *audio_buffer);
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/// Destructor
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~AudioBufferSource();
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/// Get the next block of audio samples
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void getNextAudioBlock (const 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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/// Set the next read position of this source
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void setNextReadPosition (long long newPosition);
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/// Get the next read position of this source
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long long getNextReadPosition() const;
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/// Get the total length (in samples) of this audio source
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long long 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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/// Set if this 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 (AudioSampleBuffer *audio_buffer);
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};
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}
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#endif
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