|
- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2022 - Raw Material Software Limited
-
- JUCE is an open source library subject to commercial or open-source
- licensing.
-
- The code included in this file is provided under the terms of the ISC license
- http://www.isc.org/downloads/software-support-policy/isc-license. Permission
- To use, copy, modify, and/or distribute this software for any purpose with or
- without fee is hereby granted provided that the above copyright notice and
- this permission notice appear in all copies.
-
- 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
- {
-
- //==============================================================================
- /**
- Used by AudioSource::getNextAudioBlock().
-
- @tags{Audio}
- */
- struct JUCE_API AudioSourceChannelInfo
- {
- /** Creates an uninitialised AudioSourceChannelInfo. */
- AudioSourceChannelInfo() = default;
-
- /** Creates an AudioSourceChannelInfo. */
- AudioSourceChannelInfo (AudioBuffer<float>* bufferToUse,
- int startSampleOffset, int numSamplesToUse) noexcept
- : buffer (bufferToUse),
- startSample (startSampleOffset),
- numSamples (numSamplesToUse)
- {
- }
-
- /** Creates an AudioSourceChannelInfo that uses the whole of a buffer.
- Note that the buffer provided must not be deleted while the
- AudioSourceChannelInfo is still using it.
- */
- explicit AudioSourceChannelInfo (AudioBuffer<float>& bufferToUse) noexcept
- : buffer (&bufferToUse),
- startSample (0),
- numSamples (bufferToUse.getNumSamples())
- {
- }
-
- /** The destination buffer to fill with audio data.
-
- When the AudioSource::getNextAudioBlock() method is called, the active section
- of this buffer should be filled with whatever output the source produces.
-
- Only the samples specified by the startSample and numSamples members of this structure
- should be affected by the call.
-
- The contents of the buffer when it is passed to the AudioSource::getNextAudioBlock()
- method can be treated as the input if the source is performing some kind of filter operation,
- but should be cleared if this is not the case - the clearActiveBufferRegion() is
- a handy way of doing this.
-
- The number of channels in the buffer could be anything, so the AudioSource
- must cope with this in whatever way is appropriate for its function.
- */
- AudioBuffer<float>* buffer;
-
- /** The first sample in the buffer from which the callback is expected
- to write data. */
- int startSample;
-
- /** The number of samples in the buffer which the callback is expected to
- fill with data. */
- int numSamples;
-
- /** Convenient method to clear the buffer if the source is not producing any data. */
- void clearActiveBufferRegion() const
- {
- if (buffer != nullptr)
- buffer->clear (startSample, numSamples);
- }
- };
-
-
- //==============================================================================
- /**
- Base class for objects that can produce a continuous stream of audio.
-
- An AudioSource has two states: 'prepared' and 'unprepared'.
-
- When a source needs to be played, it is first put into a 'prepared' state by a call to
- prepareToPlay(), and then repeated calls will be made to its getNextAudioBlock() method to
- process the audio data.
-
- Once playback has finished, the releaseResources() method is called to put the stream
- back into an 'unprepared' state.
-
- @see AudioFormatReaderSource, ResamplingAudioSource
-
- @tags{Audio}
- */
- class JUCE_API AudioSource
- {
- protected:
- //==============================================================================
- /** Creates an AudioSource. */
- AudioSource() = default;
-
- public:
- /** Destructor. */
- virtual ~AudioSource() = default;
-
- //==============================================================================
- /** Tells the source to prepare for playing.
-
- An AudioSource has two states: prepared and unprepared.
-
- The prepareToPlay() method is guaranteed to be called at least once on an 'unprepared'
- source to put it into a 'prepared' state before any calls will be made to getNextAudioBlock().
- This callback allows the source to initialise any resources it might need when playing.
-
- Once playback has finished, the releaseResources() method is called to put the stream
- back into an 'unprepared' state.
-
- Note that this method could be called more than once in succession without
- a matching call to releaseResources(), so make sure your code is robust and
- can handle that kind of situation.
-
- @param samplesPerBlockExpected the number of samples that the source
- will be expected to supply each time its
- getNextAudioBlock() method is called. This
- number may vary slightly, because it will be dependent
- on audio hardware callbacks, and these aren't
- guaranteed to always use a constant block size, so
- the source should be able to cope with small variations.
- @param sampleRate the sample rate that the output will be used at - this
- is needed by sources such as tone generators.
- @see releaseResources, getNextAudioBlock
- */
- virtual void prepareToPlay (int samplesPerBlockExpected,
- double sampleRate) = 0;
-
- /** Allows the source to release anything it no longer needs after playback has stopped.
-
- This will be called when the source is no longer going to have its getNextAudioBlock()
- method called, so it should release any spare memory, etc. that it might have
- allocated during the prepareToPlay() call.
-
- Note that there's no guarantee that prepareToPlay() will actually have been called before
- releaseResources(), and it may be called more than once in succession, so make sure your
- code is robust and doesn't make any assumptions about when it will be called.
-
- @see prepareToPlay, getNextAudioBlock
- */
- virtual void releaseResources() = 0;
-
- /** Called repeatedly to fetch subsequent blocks of audio data.
-
- After calling the prepareToPlay() method, this callback will be made each
- time the audio playback hardware (or whatever other destination the audio
- data is going to) needs another block of data.
-
- It will generally be called on a high-priority system thread, or possibly even
- an interrupt, so be careful not to do too much work here, as that will cause
- audio glitches!
-
- @see AudioSourceChannelInfo, prepareToPlay, releaseResources
- */
- virtual void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) = 0;
- };
-
- } // namespace juce
|