/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2013 - Raw Material Software Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE 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. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ #ifndef JUCE_AUDIOSOURCE_H_INCLUDED #define JUCE_AUDIOSOURCE_H_INCLUDED //============================================================================== /** Used by AudioSource::getNextAudioBlock(). */ struct JUCE_API AudioSourceChannelInfo { /** Creates an uninitialised AudioSourceChannelInfo. */ AudioSourceChannelInfo() noexcept { } /** Creates an AudioSourceChannelInfo. */ AudioSourceChannelInfo (AudioSampleBuffer* 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 (AudioSampleBuffer& 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. */ AudioSampleBuffer* 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 */ class JUCE_API AudioSource { protected: //============================================================================== /** Creates an AudioSource. */ AudioSource() noexcept {} public: /** Destructor. */ virtual ~AudioSource() {} //============================================================================== /** 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 'unpreprared' 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; }; #endif // JUCE_AUDIOSOURCE_H_INCLUDED