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audiostream.h
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/* smushplay - A simple LucasArts SMUSH video player
*
* smushplay is the legal property of its developers, whose names can be
* found in the AUTHORS file distributed with this source
* distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 3
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Based on the xoreos code of the same name, which is in turn
// based on the RawStream code of ScummVM (GPLv3+ and GPLv2+,
// respectively).
#ifndef AUDIOSTREAM_H
#define AUDIOSTREAM_H
#include "types.h"
/**
* Generic audio input stream. Subclasses of this are used to feed arbitrary
* sampled audio data into smushplay's audio mixer.
*/
class AudioStream {
public:
virtual ~AudioStream() {}
/**
* Fill the given buffer with up to numSamples samples. Returns the actual
* number of samples read, or -1 if a critical error occurred (note: you
* *must* check if this value is less than what you requested, this can
* happen when the stream is fully used up).
*
* Data has to be in native endianess, 16 bit per sample, signed. For stereo
* stream, buffer will be filled with interleaved left and right channel
* samples, starting with a left sample. Furthermore, the samples in the
* left and right are summed up. So if you request 4 samples from a stereo
* stream, you will get a total of two left channel and two right channel
* samples.
*/
virtual int readBuffer(int16 *buffer, const int numSamples) = 0;
/** The number of channels in the stream */
virtual int getChannels() const = 0;
/** Sample rate of the stream. */
virtual int getRate() const = 0;
/**
* End of data reached? If this returns true, it means that at this
* time there is no data available in the stream. However there may be
* more data in the future.
* This is used by e.g. a rate converter to decide whether to keep on
* converting data or stop.
*/
virtual bool endOfData() const = 0;
/**
* End of stream reached? If this returns true, it means that all data
* in this stream is used up and no additional data will appear in it
* in the future.
* This is used by the mixer to decide whether a given stream shall be
* removed from the list of active streams (and thus be destroyed).
* By default this maps to endOfData()
*/
virtual bool endOfStream() const { return endOfData(); }
};
class QueuingAudioStream : public AudioStream {
public:
/**
* Queue an audio stream for playback. This stream plays all queued
* streams, in the order they were queued. If disposeAfterUse is set to
* true, then the queued stream is deleted after all data
* contained in it has been played.
*/
virtual void queueAudioStream(AudioStream *audStream, bool disposeAfterUse = true) = 0;
/**
* Mark this stream as finished. That is, signal that no further data
* will be queued to it. Only after this has been done can this
* stream ever 'end'.
*/
virtual void finish() = 0;
/**
* Return the number of streams still queued for playback (including
* the currently playing stream).
*/
virtual uint32 getQueuedStreamCount() const = 0;
};
/**
* Factory function for an QueuingAudioStream.
*/
QueuingAudioStream *makeQueuingAudioStream(int rate, int channels);
#endif