mirror of https://github.com/odrling/Aegisub
133 lines
4.4 KiB
C++
133 lines
4.4 KiB
C++
// Copyright (c) 2008, Niels Martin Hansen
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file audio_player_dsound2.h
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/// @see audio_player_dsound2.cpp
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/// @ingroup audio_output
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///
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#ifdef WITH_DIRECTSOUND
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#include "include/aegisub/audio_player.h"
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#include <libaegisub/scoped_ptr.h>
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class DirectSoundPlayer2Thread;
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/// @class DirectSoundPlayer2
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/// @brief New implementation of DirectSound-based audio player
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///
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/// The core design idea is to have a playback thread that owns the DirectSound COM objects
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/// and performs all playback operations, and use the player object as a proxy to
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/// send commands to the playback thread.
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class DirectSoundPlayer2 : public AudioPlayer {
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/// The playback thread
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agi::scoped_ptr<DirectSoundPlayer2Thread> thread;
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/// Desired length in milliseconds to write ahead of the playback cursor
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int WantedLatency;
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/// Multiplier for WantedLatency to get total buffer length
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int BufferLength;
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/// @brief Tell whether playback thread is alive
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/// @return True if there is a playback thread and it's ready
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bool IsThreadAlive();
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public:
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/// @brief Constructor
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DirectSoundPlayer2();
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/// @brief Destructor
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~DirectSoundPlayer2();
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/// @brief Prepare for playback
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///
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/// This means creating the playback thread
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void OpenStream();
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/// @brief Shutdown playback
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void CloseStream();
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/// @brief Change audio provider used
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/// @param provider New audio provider to use
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///
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/// Will re-create the playback thread if the provider changed and playback was open
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void SetProvider(AudioProvider *provider);
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/// @brief Start playback
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/// @param start First audio frame to play
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/// @param count Number of audio frames to play
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void Play(int64_t start,int64_t count);
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/// @brief Stop audio playback
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/// @param timerToo Whether to also stop the playback update timer
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void Stop();
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/// @brief Tell whether playback is active
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/// @return True if audio is playing back
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bool IsPlaying();
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/// @brief Get first audio frame in playback range
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/// @return Audio frame index
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///
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/// Returns 0 if playback is stopped or there is no playback thread
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int64_t GetStartPosition();
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/// @brief Get playback end position
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/// @return Audio frame index
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///
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/// Returns 0 if playback is stopped or there is no playback thread
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int64_t GetEndPosition();
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/// @brief Get approximate playback position
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/// @return Index of audio frame user is currently hearing
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///
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/// Returns 0 if playback is stopped or there is no playback thread
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int64_t GetCurrentPosition();
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/// @brief Change playback end position
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/// @param pos New end position
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void SetEndPosition(int64_t pos);
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/// @brief Seek playback to new position
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/// @param pos New position to seek to
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///
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/// This is done by simply restarting playback
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void SetCurrentPosition(int64_t pos);
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/// @brief Change playback volume
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/// @param vol Amplification factor
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void SetVolume(double vol);
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/// @brief Get playback volume
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/// @return Amplification factor
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double GetVolume();
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};
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#endif
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