Aegisub/src/audio_controller.cpp

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// Copyright (c) 2009-2010, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
#include "audio_controller.h"
#include "audio_timing.h"
#include "include/aegisub/audio_player.h"
#include "include/aegisub/context.h"
#include "options.h"
#include "project.h"
#include <libaegisub/audio/provider.h>
#include <algorithm>
AudioController::AudioController(agi::Context *context)
: context(context)
, playback_timer(this)
, provider_connection(context->project->AddAudioProviderListener(&AudioController::OnAudioProvider, this))
{
Bind(wxEVT_TIMER, &AudioController::OnPlaybackTimer, this, playback_timer.GetId());
#ifdef wxHAS_POWER_EVENTS
Bind(wxEVT_POWER_SUSPENDED, &AudioController::OnComputerSuspending, this);
Bind(wxEVT_POWER_RESUME, &AudioController::OnComputerResuming, this);
#endif
OPT_SUB("Audio/Player", &AudioController::OnAudioPlayerChanged, this);
}
AudioController::~AudioController()
{
Stop();
}
void AudioController::OnPlaybackTimer(wxTimerEvent &)
{
if (!player) return;
int64_t pos = player->GetCurrentPosition();
if (!player->IsPlaying() ||
(playback_mode != PM_ToEnd && pos >= player->GetEndPosition()+200))
{
// The +200 is to allow the player to end the sound output cleanly,
// otherwise a popping artifact can sometimes be heard.
Stop();
}
else
{
AnnouncePlaybackPosition(MillisecondsFromSamples(pos));
}
}
#ifdef wxHAS_POWER_EVENTS
void AudioController::OnComputerSuspending(wxPowerEvent &)
{
Stop();
player.reset();
}
void AudioController::OnComputerResuming(wxPowerEvent &)
{
OnAudioPlayerChanged();
}
#endif
void AudioController::OnAudioPlayerChanged()
{
if (!provider) return;
Stop();
player.reset();
try
{
player = AudioPlayerFactory::GetAudioPlayer(provider, context->parent);
}
catch (...)
{
/// @todo This really shouldn't be just swallowing all audio player open errors
context->project->CloseAudio();
}
AnnounceAudioPlayerOpened();
}
void AudioController::OnAudioProvider(agi::AudioProvider *new_provider)
{
provider = new_provider;
Stop();
player.reset();
OnAudioPlayerChanged();
}
void AudioController::SetTimingController(std::unique_ptr<AudioTimingController> new_controller)
{
timing_controller = std::move(new_controller);
if (timing_controller)
timing_controller->AddUpdatedPrimaryRangeListener(&AudioController::OnTimingControllerUpdatedPrimaryRange, this);
AnnounceTimingControllerChanged();
}
void AudioController::OnTimingControllerUpdatedPrimaryRange()
{
if (playback_mode == PM_PrimaryRange)
player->SetEndPosition(SamplesFromMilliseconds(timing_controller->GetPrimaryPlaybackRange().end()));
}
void AudioController::PlayRange(const TimeRange &range)
{
if (!player) return;
player->Play(SamplesFromMilliseconds(range.begin()), SamplesFromMilliseconds(range.length()));
playback_mode = PM_Range;
playback_timer.Start(20);
AnnouncePlaybackPosition(range.begin());
}
void AudioController::PlayPrimaryRange()
{
PlayRange(GetPrimaryPlaybackRange());
if (playback_mode == PM_Range)
playback_mode = PM_PrimaryRange;
}
void AudioController::PlayToEndOfPrimary(int start_ms)
{
PlayRange(TimeRange(start_ms, GetPrimaryPlaybackRange().end()));
if (playback_mode == PM_Range)
playback_mode = PM_PrimaryRange;
}
void AudioController::PlayToEnd(int start_ms)
{
if (!player) return;
int64_t start_sample = SamplesFromMilliseconds(start_ms);
player->Play(start_sample, provider->GetNumSamples()-start_sample);
playback_mode = PM_ToEnd;
playback_timer.Start(20);
AnnouncePlaybackPosition(start_ms);
}
void AudioController::Stop()
{
if (!player) return;
player->Stop();
playback_mode = PM_NotPlaying;
playback_timer.Stop();
AnnouncePlaybackStop();
}
bool AudioController::IsPlaying()
{
return player && playback_mode != PM_NotPlaying;
}
int AudioController::GetPlaybackPosition()
{
if (!IsPlaying()) return 0;
return MillisecondsFromSamples(player->GetCurrentPosition());
}
int AudioController::GetDuration() const
{
if (!provider) return 0;
return (provider->GetNumSamples() * 1000 + provider->GetSampleRate() - 1) / provider->GetSampleRate();
}
TimeRange AudioController::GetPrimaryPlaybackRange() const
{
if (timing_controller)
return timing_controller->GetPrimaryPlaybackRange();
else
return TimeRange{0, 0};
}
void AudioController::SetVolume(double volume)
{
if (!player) return;
player->SetVolume(volume);
}
int64_t AudioController::SamplesFromMilliseconds(int64_t ms) const
{
if (!provider) return 0;
return (ms * provider->GetSampleRate() + 999) / 1000;
}
int64_t AudioController::MillisecondsFromSamples(int64_t samples) const
{
if (!provider) return 0;
return samples * 1000 / provider->GetSampleRate();
}