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libopenshot/include/AudioReaderSource.h

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5.4 KiB
C++

/**
* @file
* @brief Header file for AudioReaderSource class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser 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 (libopenshot) 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENSHOT_AUDIOREADERSOURCE_H
#define OPENSHOT_AUDIOREADERSOURCE_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"
#include "ReaderBase.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 any ReaderBase derived class as an AudioSource in JUCE.
*
* This allows any reader to play audio through JUCE (our audio framework).
*/
class AudioReaderSource : public PositionableAudioSource
{
private:
int position; /// The position of the audio source (index of buffer)
bool repeat; /// Repeat the audio source when finished
int size; /// The size of the internal buffer
AudioSampleBuffer *buffer; /// The audio sample buffer
int speed; /// The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
ReaderBase *reader; /// The reader to pull samples from
int64 original_frame_number; /// The current frame to read from
int64 frame_number; /// The current frame number
tr1::shared_ptr<Frame> frame; /// The current frame object that is being read
long int frame_position; /// The position of the current frame's buffer
double estimated_frame; /// The estimated frame position of the currently playing buffer
int estimated_samples_per_frame; /// The estimated samples per frame of video
/// Get more samples from the reader
void GetMoreSamplesFromReader();
/// Reverse an audio buffer (for backwards audio)
juce::AudioSampleBuffer* reverse_buffer(juce::AudioSampleBuffer* buffer);
public:
/// @brief Constructor that reads samples from a reader
/// @param audio_reader This reader provides constant samples from a ReaderBase derived class
/// @param starting_frame_number This is the frame number to start reading samples from the reader.
/// @param buffer_size The max number of samples to keep in the buffer at one time.
AudioReaderSource(ReaderBase *audio_reader, int64 starting_frame_number, int buffer_size);
/// Destructor
~AudioReaderSource();
/// @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);
const ReaderInfo & getReaderInfo() const { return reader->info; }
/// Return the current frame object
tr1::shared_ptr<Frame> getFrame() const { return frame; }
/// Get the estimate frame that is playing at this moment
long int getEstimatedFrame() const { return long(estimated_frame); }
/// Set Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
void setSpeed(int new_speed) { speed = new_speed; }
/// Get Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
int getSpeed() const { return speed; }
/// Set Reader
void Reader(ReaderBase *audio_reader) { reader = audio_reader; }
/// Get Reader
ReaderBase* Reader() const { return reader; }
/// Seek to a specific frame
void Seek(int64 new_position) { frame_number = new_position; estimated_frame = new_position; }
};
}
#endif