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144 lines
5.4 KiB
C++
144 lines
5.4 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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* @section LICENSE
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*
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* Copyright (c) 2008-2014 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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/// 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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#include "ReaderBase.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 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 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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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 original_frame_number; /// The current frame to read from
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int64 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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long int 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 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 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 (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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/// @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 (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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long int getEstimatedFrame() const { return long(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 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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