Aegisub/aegisub/audio_player_dsound.h

116 lines
3.1 KiB
C++

// Copyright (c) 2006, Rodrigo Braz Monteiro
// 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
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
#pragma once
///////////
// Headers
#include "setup.h"
#if USE_DIRECTSOUND == 1
#include "audio_player.h"
#include <dsound.h>
//////////////
// Prototypes
class DirectSoundPlayer;
//////////
// Thread
class DirectSoundPlayerThread : public wxThread {
private:
DirectSoundPlayer *parent;
public:
DirectSoundPlayerThread(DirectSoundPlayer *parent);
~DirectSoundPlayerThread();
wxThread::ExitCode Entry();
};
////////////////////
// Portaudio player
class DirectSoundPlayer : public AudioPlayer {
friend class DirectSoundPlayerThread;
private:
wxMutex DSMutex;
bool playing;
float volume;
int offset;
int bufSize;
volatile __int64 playPos;
volatile __int64 startPos;
volatile __int64 endPos;
IDirectSound8 *directSound;
IDirectSoundBuffer8 *buffer;
HANDLE notificationEvent;
void FillBuffer(bool fill);
DirectSoundPlayerThread *thread;
public:
DirectSoundPlayer();
~DirectSoundPlayer();
void OpenStream();
void CloseStream();
void Play(__int64 start,__int64 count);
void Stop(bool timerToo=true);
bool IsPlaying() { return playing; }
__int64 GetStartPosition() { return startPos; }
__int64 GetEndPosition() { return endPos; }
__int64 GetCurrentPosition();
void SetEndPosition(__int64 pos);
void SetCurrentPosition(__int64 pos);
void SetVolume(double vol) { volume = vol; }
double GetVolume() { return volume; }
wxMutex *GetMutex() { return &DSMutex; }
};
#endif