119 lines
5.1 KiB
C++
119 lines
5.1 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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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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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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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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//==============================================================================
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/**
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An AudioSource which takes another source as input, and buffers it using a thread.
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Create this as a wrapper around another thread, and it will read-ahead with
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a background thread to smooth out playback. You can either create one of these
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directly, or use it indirectly using an AudioTransportSource.
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@see PositionableAudioSource, AudioTransportSource
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*/
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#include "../JuceLibraryCode/JuceHeader.h"
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class MyBufferingAudioSource : public PositionableAudioSource,
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private TimeSliceClient
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{
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public:
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//==============================================================================
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/** Creates a BufferingAudioSource.
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@param source the input source to read from
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@param backgroundThread a background thread that will be used for the
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background read-ahead. This object must not be deleted
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until after any BufferingAudioSources that are using it
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have been deleted!
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@param deleteSourceWhenDeleted if true, then the input source object will
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be deleted when this object is deleted
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@param numberOfSamplesToBuffer the size of buffer to use for reading ahead
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@param numberOfChannels the number of channels that will be played
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@param prefillBufferOnPrepareToPlay if true, then calling prepareToPlay on this object will
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block until the buffer has been filled
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*/
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MyBufferingAudioSource(PositionableAudioSource* source,
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TimeSliceThread& backgroundThread,
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bool deleteSourceWhenDeleted,
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int numberOfSamplesToBuffer,
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int numberOfChannels = 2,
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bool prefillBufferOnPrepareToPlay = true);
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/** Destructor.
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The input source may be deleted depending on whether the deleteSourceWhenDeleted
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flag was set in the constructor.
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*/
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~MyBufferingAudioSource();
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//==============================================================================
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/** Implementation of the AudioSource method. */
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void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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/** Implementation of the AudioSource method. */
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void releaseResources() override;
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/** Implementation of the AudioSource method. */
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void getNextAudioBlock (const AudioSourceChannelInfo&) override;
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//==============================================================================
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/** Implements the PositionableAudioSource method. */
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void setNextReadPosition (int64 newPosition) override;
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/** Implements the PositionableAudioSource method. */
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int64 getNextReadPosition() const override;
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/** Implements the PositionableAudioSource method. */
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int64 getTotalLength() const override { return source->getTotalLength(); }
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/** Implements the PositionableAudioSource method. */
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bool isLooping() const override { return source->isLooping(); }
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/** A useful function to block until the next the buffer info can be filled.
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This is useful for offline rendering.
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*/
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bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
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double getPercentReady();
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int getNumberOfChannels() { return numberOfChannels; }
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private:
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//==============================================================================
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OptionalScopedPointer<PositionableAudioSource> source;
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TimeSliceThread& backgroundThread;
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int numberOfSamplesToBuffer, numberOfChannels;
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AudioBuffer<float> buffer;
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CriticalSection bufferStartPosLock;
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WaitableEvent bufferReadyEvent;
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int64 volatile bufferValidStart, bufferValidEnd, nextPlayPos;
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double volatile sampleRate;
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bool wasSourceLooping, isPrepared, prefillBuffer;
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bool readNextBufferChunk();
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void readBufferSection (int64 start, int length, int bufferOffset);
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int useTimeSlice() override;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MyBufferingAudioSource)
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};
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