/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2020 - Raw Material Software Limited JUCE is an open source library subject to commercial or open-source licensing. By using JUCE, you agree to the terms of both the JUCE 6 End-User License Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020). End User License Agreement: www.juce.com/juce-6-licence Privacy Policy: www.juce.com/juce-privacy-policy Or: You may also use this code under the terms of the GPL v3 (see www.gnu.org/licenses). JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** A simple sound player that you can add to the AudioDeviceManager to play simple sounds. @see AudioProcessor, AudioProcessorGraph @tags{Audio} */ class JUCE_API SoundPlayer : public AudioIODeviceCallback { public: //============================================================================== SoundPlayer(); /** Destructor. */ ~SoundPlayer() override; //============================================================================== /** Plays a sound from a file. */ void play (const File& file); /** Convenient method to play sound from a JUCE resource. */ void play (const void* resourceData, size_t resourceSize); /** Plays the sound from an audio format reader. If deleteWhenFinished is true then the format reader will be automatically deleted once the sound has finished playing. */ void play (AudioFormatReader* buffer, bool deleteWhenFinished = false); /** Plays the sound from a positionable audio source. This will output the sound coming from a positionable audio source. This gives you slightly more control over the sound playback compared to the other playSound methods. For example, if you would like to stop the sound prematurely you can call this method with a TransportAudioSource and then call audioSource->stop. Note that, you must call audioSource->start to start the playback, if your audioSource is a TransportAudioSource. The audio device manager will not hold any references to this audio source once the audio source has stopped playing for any reason, for example when the sound has finished playing or when you have called audioSource->stop. Therefore, calling audioSource->start() on a finished audioSource will not restart the sound again. If this is desired simply call playSound with the same audioSource again. @param audioSource the audio source to play @param deleteWhenFinished If this is true then the audio source will be deleted once the device manager has finished playing. @param sampleRateOfSource The sample rate of the source. If this is zero, JUCE will assume that the sample rate is the same as the audio output device. */ void play (PositionableAudioSource* audioSource, bool deleteWhenFinished = false, double sampleRateOfSource = 0.0); /** Plays the sound from an audio sample buffer. This will output the sound contained in an audio sample buffer. If deleteWhenFinished is true then the audio sample buffer will be automatically deleted once the sound has finished playing. If playOnAllOutputChannels is true, then if there are more output channels than buffer channels, then the ones that are available will be re-used on multiple outputs so that something is sent to all output channels. If it is false, then the buffer will just be played on the first output channels. */ void play (AudioBuffer* buffer, bool deleteWhenFinished = false, bool playOnAllOutputChannels = false); /** Plays a beep through the current audio device. This is here to allow the audio setup UI panels to easily include a "test" button so that the user can check where the audio is coming from. */ void playTestSound(); //============================================================================== /** @internal */ void audioDeviceIOCallback (const float**, int, float**, int, int) override; /** @internal */ void audioDeviceAboutToStart (AudioIODevice*) override; /** @internal */ void audioDeviceStopped() override; /** @internal */ void audioDeviceError (const String& errorMessage) override; private: //============================================================================== AudioFormatManager formatManager; AudioSourcePlayer player; MixerAudioSource mixer; OwnedArray sources; //============================================================================== double sampleRate; int bufferSize; //============================================================================== JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SoundPlayer) }; } // namespace juce