Aegisub/aegisub/src/audio_player_dsound2.h

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// Copyright (c) 2008, 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/
//
// $Id$
/// @file audio_player_dsound2.h
/// @see audio_player_dsound2.cpp
/// @ingroup audio_output
///
#ifdef WITH_DIRECTSOUND
#include "include/aegisub/audio_player.h"
#include <libaegisub/scoped_ptr.h>
class DirectSoundPlayer2Thread;
/// @class DirectSoundPlayer2
/// @brief New implementation of DirectSound-based audio player
///
/// The core design idea is to have a playback thread that owns the DirectSound COM objects
/// and performs all playback operations, and use the player object as a proxy to
/// send commands to the playback thread.
class DirectSoundPlayer2 : public AudioPlayer {
/// The playback thread
agi::scoped_ptr<DirectSoundPlayer2Thread> thread;
/// Desired length in milliseconds to write ahead of the playback cursor
int WantedLatency;
/// Multiplier for WantedLatency to get total buffer length
int BufferLength;
/// @brief Tell whether playback thread is alive
/// @return True if there is a playback thread and it's ready
bool IsThreadAlive();
public:
/// @brief Constructor
DirectSoundPlayer2();
/// @brief Destructor
~DirectSoundPlayer2();
/// @brief Prepare for playback
///
/// This means creating the playback thread
void OpenStream();
/// @brief Shutdown playback
void CloseStream();
/// @brief Change audio provider used
/// @param provider New audio provider to use
///
/// Will re-create the playback thread if the provider changed and playback was open
void SetProvider(AudioProvider *provider);
/// @brief Start playback
/// @param start First audio frame to play
/// @param count Number of audio frames to play
void Play(int64_t start,int64_t count);
/// @brief Stop audio playback
/// @param timerToo Whether to also stop the playback update timer
void Stop();
/// @brief Tell whether playback is active
/// @return True if audio is playing back
bool IsPlaying();
/// @brief Get first audio frame in playback range
/// @return Audio frame index
///
/// Returns 0 if playback is stopped or there is no playback thread
int64_t GetStartPosition();
/// @brief Get playback end position
/// @return Audio frame index
///
/// Returns 0 if playback is stopped or there is no playback thread
int64_t GetEndPosition();
/// @brief Get approximate playback position
/// @return Index of audio frame user is currently hearing
///
/// Returns 0 if playback is stopped or there is no playback thread
int64_t GetCurrentPosition();
/// @brief Change playback end position
/// @param pos New end position
void SetEndPosition(int64_t pos);
/// @brief Seek playback to new position
/// @param pos New position to seek to
///
/// This is done by simply restarting playback
void SetCurrentPosition(int64_t pos);
/// @brief Change playback volume
/// @param vol Amplification factor
void SetVolume(double vol);
/// @brief Get playback volume
/// @return Amplification factor
double GetVolume();
};
#endif