25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
137 lines
5.5 KiB
C++
137 lines
5.5 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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A simple sound player that you can add to the AudioDeviceManager to play
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simple sounds.
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@see AudioProcessor, AudioProcessorGraph
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@tags{Audio}
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*/
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class JUCE_API SoundPlayer : public AudioIODeviceCallback
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{
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public:
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//==============================================================================
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SoundPlayer();
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/** Destructor. */
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~SoundPlayer() override;
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//==============================================================================
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/** Plays a sound from a file. */
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void play (const File& file);
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/** Convenient method to play sound from a JUCE resource. */
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void play (const void* resourceData, size_t resourceSize);
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/** Plays the sound from an audio format reader.
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If deleteWhenFinished is true then the format reader will be
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automatically deleted once the sound has finished playing.
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*/
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void play (AudioFormatReader* buffer, bool deleteWhenFinished = false);
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/** Plays the sound from a positionable audio source.
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This will output the sound coming from a positionable audio source.
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This gives you slightly more control over the sound playback compared
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to the other playSound methods. For example, if you would like to
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stop the sound prematurely you can call this method with a
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TransportAudioSource and then call audioSource->stop. Note that,
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you must call audioSource->start to start the playback, if your
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audioSource is a TransportAudioSource.
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The audio device manager will not hold any references to this audio
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source once the audio source has stopped playing for any reason,
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for example when the sound has finished playing or when you have
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called audioSource->stop. Therefore, calling audioSource->start() on
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a finished audioSource will not restart the sound again. If this is
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desired simply call playSound with the same audioSource again.
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@param audioSource the audio source to play
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@param deleteWhenFinished If this is true then the audio source will
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be deleted once the device manager has finished
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playing.
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@param sampleRateOfSource The sample rate of the source. If this is zero, JUCE
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will assume that the sample rate is the same as the
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audio output device.
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*/
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void play (PositionableAudioSource* audioSource, bool deleteWhenFinished = false,
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double sampleRateOfSource = 0.0);
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/** Plays the sound from an audio sample buffer.
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This will output the sound contained in an audio sample buffer. If
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deleteWhenFinished is true then the audio sample buffer will be
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automatically deleted once the sound has finished playing.
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If playOnAllOutputChannels is true, then if there are more output channels
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than buffer channels, then the ones that are available will be re-used on
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multiple outputs so that something is sent to all output channels. If it
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is false, then the buffer will just be played on the first output channels.
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*/
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void play (AudioBuffer<float>* buffer,
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bool deleteWhenFinished = false,
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bool playOnAllOutputChannels = false);
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/** Plays a beep through the current audio device.
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This is here to allow the audio setup UI panels to easily include a "test"
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button so that the user can check where the audio is coming from.
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*/
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void playTestSound();
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//==============================================================================
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/** @internal */
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void audioDeviceIOCallback (const float**, int, float**, int, int) override;
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/** @internal */
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void audioDeviceAboutToStart (AudioIODevice*) override;
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/** @internal */
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void audioDeviceStopped() override;
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/** @internal */
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void audioDeviceError (const String& errorMessage) override;
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private:
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//==============================================================================
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AudioFormatManager formatManager;
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AudioSourcePlayer player;
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MixerAudioSource mixer;
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OwnedArray<AudioSource> sources;
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//==============================================================================
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double sampleRate;
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int bufferSize;
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//==============================================================================
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SoundPlayer)
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};
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} // namespace juce
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