387 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			387 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ////////////////////////////////////////////////////////////
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| //
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| // SFML - Simple and Fast Multimedia Library
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| // Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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| //
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| // This software is provided 'as-is', without any express or implied warranty.
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| // In no event will the authors be held liable for any damages arising from the use of this software.
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| //
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| // Permission is granted to anyone to use this software for any purpose,
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| // including commercial applications, and to alter it and redistribute it freely,
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| // subject to the following restrictions:
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| //
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| // 1. The origin of this software must not be misrepresented;
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| //    you must not claim that you wrote the original software.
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| //    If you use this software in a product, an acknowledgment
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| //    in the product documentation would be appreciated but is not required.
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| //
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| // 2. Altered source versions must be plainly marked as such,
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| //    and must not be misrepresented as being the original software.
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| //
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| // 3. This notice may not be removed or altered from any source distribution.
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| //
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| ////////////////////////////////////////////////////////////
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| 
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| #ifndef SFML_SOUNDSTREAM_HPP
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| #define SFML_SOUNDSTREAM_HPP
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| 
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| ////////////////////////////////////////////////////////////
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| // Headers
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| ////////////////////////////////////////////////////////////
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| #include <SFML/Audio/Export.hpp>
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| #include <SFML/Audio/SoundSource.hpp>
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| #include <SFML/System/Thread.hpp>
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| #include <SFML/System/Time.hpp>
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| #include <SFML/System/Mutex.hpp>
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| #include <cstdlib>
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| 
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| 
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| namespace sf
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| {
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| ////////////////////////////////////////////////////////////
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| /// \brief Abstract base class for streamed audio sources
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| ///
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| ////////////////////////////////////////////////////////////
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| class SFML_AUDIO_API SoundStream : public SoundSource
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| {
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| public:
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Structure defining a chunk of audio data to stream
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     struct Chunk
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|     {
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|         const Int16* samples;     ///< Pointer to the audio samples
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|         std::size_t  sampleCount; ///< Number of samples pointed by Samples
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|     };
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Destructor
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     virtual ~SoundStream();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Start or resume playing the audio stream
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|     ///
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|     /// This function starts the stream if it was stopped, resumes
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|     /// it if it was paused, and restarts it from the beginning if
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|     /// it was already playing.
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|     /// This function uses its own thread so that it doesn't block
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|     /// the rest of the program while the stream is played.
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|     ///
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|     /// \see pause, stop
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void play();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Pause the audio stream
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|     ///
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|     /// This function pauses the stream if it was playing,
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|     /// otherwise (stream already paused or stopped) it has no effect.
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|     ///
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|     /// \see play, stop
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void pause();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Stop playing the audio stream
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|     ///
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|     /// This function stops the stream if it was playing or paused,
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|     /// and does nothing if it was already stopped.
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|     /// It also resets the playing position (unlike pause()).
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|     ///
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|     /// \see play, pause
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void stop();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Return the number of channels of the stream
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|     ///
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|     /// 1 channel means a mono sound, 2 means stereo, etc.
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|     ///
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|     /// \return Number of channels
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     unsigned int getChannelCount() const;
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Get the stream sample rate of the stream
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|     ///
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|     /// The sample rate is the number of audio samples played per
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|     /// second. The higher, the better the quality.
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|     ///
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|     /// \return Sample rate, in number of samples per second
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     unsigned int getSampleRate() const;
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Get the current status of the stream (stopped, paused, playing)
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|     ///
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|     /// \return Current status
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     Status getStatus() const;
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Change the current playing position of the stream
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|     ///
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|     /// The playing position can be changed when the stream is
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|     /// either paused or playing. Changing the playing position
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|     /// when the stream is stopped has no effect, since playing
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|     /// the stream would reset its position.
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|     ///
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|     /// \param timeOffset New playing position, from the beginning of the stream
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|     ///
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|     /// \see getPlayingOffset
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void setPlayingOffset(Time timeOffset);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Get the current playing position of the stream
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|     ///
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|     /// \return Current playing position, from the beginning of the stream
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|     ///
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|     /// \see setPlayingOffset
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     Time getPlayingOffset() const;
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Set whether or not the stream should loop after reaching the end
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|     ///
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|     /// If set, the stream will restart from beginning after
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|     /// reaching the end and so on, until it is stopped or
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|     /// setLoop(false) is called.
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|     /// The default looping state for streams is false.
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|     ///
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|     /// \param loop True to play in loop, false to play once
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|     ///
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|     /// \see getLoop
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void setLoop(bool loop);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Tell whether or not the stream is in loop mode
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|     ///
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|     /// \return True if the stream is looping, false otherwise
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|     ///
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|     /// \see setLoop
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     bool getLoop() const;
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| 
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| protected:
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Default constructor
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|     ///
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|     /// This constructor is only meant to be called by derived classes.
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     SoundStream();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Define the audio stream parameters
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|     ///
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|     /// This function must be called by derived classes as soon
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|     /// as they know the audio settings of the stream to play.
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|     /// Any attempt to manipulate the stream (play(), ...) before
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|     /// calling this function will fail.
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|     /// It can be called multiple times if the settings of the
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|     /// audio stream change, but only when the stream is stopped.
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|     ///
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|     /// \param channelCount Number of channels of the stream
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|     /// \param sampleRate   Sample rate, in samples per second
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void initialize(unsigned int channelCount, unsigned int sampleRate);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Request a new chunk of audio samples from the stream source
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|     ///
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|     /// This function must be overridden by derived classes to provide
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|     /// the audio samples to play. It is called continuously by the
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|     /// streaming loop, in a separate thread.
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|     /// The source can choose to stop the streaming loop at any time, by
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|     /// returning false to the caller.
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|     /// If you return true (i.e. continue streaming) it is important that
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|     /// the returned array of samples is not empty; this would stop the stream
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|     /// due to an internal limitation.
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|     ///
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|     /// \param data Chunk of data to fill
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|     ///
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|     /// \return True to continue playback, false to stop
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     virtual bool onGetData(Chunk& data) = 0;
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Change the current playing position in the stream source
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|     ///
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|     /// This function must be overridden by derived classes to
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|     /// allow random seeking into the stream source.
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|     ///
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|     /// \param timeOffset New playing position, relative to the beginning of the stream
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     virtual void onSeek(Time timeOffset) = 0;
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| 
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| private:
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Function called as the entry point of the thread
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|     ///
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|     /// This function starts the streaming loop, and returns
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|     /// only when the sound is stopped.
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void streamData();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Fill a new buffer with audio samples, and append
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|     ///        it to the playing queue
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|     ///
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|     /// This function is called as soon as a buffer has been fully
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|     /// consumed; it fills it again and inserts it back into the
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|     /// playing queue.
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|     ///
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|     /// \param bufferNum Number of the buffer to fill (in [0, BufferCount])
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|     ///
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|     /// \return True if the stream source has requested to stop, false otherwise
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     bool fillAndPushBuffer(unsigned int bufferNum);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Fill the audio buffers and put them all into the playing queue
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|     ///
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|     /// This function is called when playing starts and the
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|     /// playing queue is empty.
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|     ///
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|     /// \return True if the derived class has requested to stop, false otherwise
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     bool fillQueue();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Clear all the audio buffers and empty the playing queue
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|     ///
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|     /// This function is called when the stream is stopped.
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     void clearQueue();
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| 
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|     enum
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|     {
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|         BufferCount = 3 ///< Number of audio buffers used by the streaming loop
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|     };
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| 
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|     ////////////////////////////////////////////////////////////
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|     // Member data
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|     ////////////////////////////////////////////////////////////
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|     Thread        m_thread;                  ///< Thread running the background tasks
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|     mutable Mutex m_threadMutex;             ///< Thread mutex
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|     Status        m_threadStartState;        ///< State the thread starts in (Playing, Paused, Stopped)
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|     bool          m_isStreaming;             ///< Streaming state (true = playing, false = stopped)
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|     unsigned int  m_buffers[BufferCount];    ///< Sound buffers used to store temporary audio data
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|     unsigned int  m_channelCount;            ///< Number of channels (1 = mono, 2 = stereo, ...)
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|     unsigned int  m_sampleRate;              ///< Frequency (samples / second)
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|     Uint32        m_format;                  ///< Format of the internal sound buffers
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|     bool          m_loop;                    ///< Loop flag (true to loop, false to play once)
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|     Uint64        m_samplesProcessed;        ///< Number of buffers processed since beginning of the stream
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|     bool          m_endBuffers[BufferCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation
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| };
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| 
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| } // namespace sf
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| 
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| 
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| #endif // SFML_SOUNDSTREAM_HPP
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| 
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| 
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| ////////////////////////////////////////////////////////////
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| /// \class sf::SoundStream
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| /// \ingroup audio
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| ///
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| /// Unlike audio buffers (see sf::SoundBuffer), audio streams
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| /// are never completely loaded in memory. Instead, the audio
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| /// data is acquired continuously while the stream is playing.
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| /// This behavior allows to play a sound with no loading delay,
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| /// and keeps the memory consumption very low.
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| ///
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| /// Sound sources that need to be streamed are usually big files
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| /// (compressed audio musics that would eat hundreds of MB in memory)
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| /// or files that would take a lot of time to be received
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| /// (sounds played over the network).
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| ///
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| /// sf::SoundStream is a base class that doesn't care about the
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| /// stream source, which is left to the derived class. SFML provides
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| /// a built-in specialization for big files (see sf::Music).
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| /// No network stream source is provided, but you can write your own
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| /// by combining this class with the network module.
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| ///
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| /// A derived class has to override two virtual functions:
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| /// \li onGetData fills a new chunk of audio data to be played
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| /// \li onSeek changes the current playing position in the source
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| ///
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| /// It is important to note that each SoundStream is played in its
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| /// own separate thread, so that the streaming loop doesn't block the
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| /// rest of the program. In particular, the OnGetData and OnSeek
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| /// virtual functions may sometimes be called from this separate thread.
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| /// It is important to keep this in mind, because you may have to take
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| /// care of synchronization issues if you share data between threads.
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| ///
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| /// Usage example:
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| /// \code
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| /// class CustomStream : public sf::SoundStream
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| /// {
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| /// public:
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| ///
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| ///     bool open(const std::string& location)
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| ///     {
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| ///         // Open the source and get audio settings
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| ///         ...
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| ///         unsigned int channelCount = ...;
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| ///         unsigned int sampleRate = ...;
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| ///
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| ///         // Initialize the stream -- important!
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| ///         initialize(channelCount, sampleRate);
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| ///     }
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| ///
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| /// private:
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| ///
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| ///     virtual bool onGetData(Chunk& data)
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| ///     {
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| ///         // Fill the chunk with audio data from the stream source
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| ///         // (note: must not be empty if you want to continue playing)
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| ///         data.samples = ...;
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| ///         data.sampleCount = ...;
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| ///
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| ///         // Return true to continue playing
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| ///         return true;
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| ///     }
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| ///
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| ///     virtual void onSeek(Uint32 timeOffset)
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| ///     {
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| ///         // Change the current position in the stream source
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| ///         ...
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| ///     }
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| /// }
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| ///
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| /// // Usage
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| /// CustomStream stream;
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| /// stream.open("path/to/stream");
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| /// stream.play();
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| /// \endcode
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| ///
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| /// \see sf::Music
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| ///
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| ////////////////////////////////////////////////////////////
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