scummvm/sound/audiostream.h
Johannes Schickel 86653687d7 Fix for bug #2969211 "NIPPON: Crash in Intro".
It is not a good idea to supply an SubLoopingAudioStream with the start
and end time to be exactly the same time. Clarify that in the
SubLoopingAudioStream documentation, add an assert in the
SubLoopingAudioStream constructor for that case and also prevent
make8SVXStream from doing so.

svn-id: r48356
2010-03-22 15:54:56 +00:00

369 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef SOUND_AUDIOSTREAM_H
#define SOUND_AUDIOSTREAM_H
#include "common/util.h"
#include "common/scummsys.h"
#include "common/types.h"
#include "sound/timestamp.h"
namespace Audio {
class SeekableAudioStream;
/**
* Generic audio input stream. Subclasses of this are used to feed arbitrary
* sampled audio data into ScummVM's audio mixer.
*/
class AudioStream {
public:
virtual ~AudioStream() {}
/**
* Fill the given buffer with up to numSamples samples. Returns the actual
* number of samples read, or -1 if a critical error occurred (note: you
* *must* check if this value is less than what you requested, this can
* happen when the stream is fully used up).
*
* Data has to be in native endianess, 16 bit per sample, signed. For stereo
* stream, buffer will be filled with interleaved left and right channel
* samples, starting with a left sample. Furthermore, the samples in the
* left and right are summed up. So if you request 4 samples from a stereo
* stream, you will get a total of two left channel and two right channel
* samples.
*/
virtual int readBuffer(int16 *buffer, const int numSamples) = 0;
/** Is this a stereo stream? */
virtual bool isStereo() const = 0;
/** Sample rate of the stream. */
virtual int getRate() const = 0;
/**
* End of data reached? If this returns true, it means that at this
* time there is no data available in the stream. However there may be
* more data in the future.
* This is used by e.g. a rate converter to decide whether to keep on
* converting data or stop.
*/
virtual bool endOfData() const = 0;
/**
* End of stream reached? If this returns true, it means that all data
* in this stream is used up and no additional data will appear in it
* in the future.
* This is used by the mixer to decide whether a given stream shall be
* removed from the list of active streams (and thus be destroyed).
* By default this maps to endOfData()
*/
virtual bool endOfStream() const { return endOfData(); }
};
/**
* A rewindable audio stream. This allows for reseting the AudioStream
* to its initial state. Note that rewinding itself is not required to
* be working when the stream is being played by Mixer!
*/
class RewindableAudioStream : public AudioStream {
public:
/**
* Rewinds the stream to its start.
*
* @return true on success, false otherwise.
*/
virtual bool rewind() = 0;
};
/**
* A looping audio stream. This object does nothing besides using
* a RewindableAudioStream to play a stream in a loop.
*/
class LoopingAudioStream : public AudioStream {
public:
/**
* Creates a looping audio stream object.
*
* @see makeLoopingAudioStream
*
* @param stream Stream to loop
* @param loops How often to loop (0 = infinite)
* @param disposeAfterUse Destroy the stream after the LoopingAudioStream has finished playback.
*/
LoopingAudioStream(RewindableAudioStream *stream, uint loops, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~LoopingAudioStream();
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const;
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
/**
* Returns number of loops the stream has played.
* @param numLoops number of loops to play, 0 - infinite
*/
uint getCompleteIterations() const { return _completeIterations; }
private:
RewindableAudioStream *_parent;
DisposeAfterUse::Flag _disposeAfterUse;
uint _loops;
uint _completeIterations;
};
/**
* Wrapper functionality to efficiently create a stream, which might be looped.
*
* Note that this function does not return a LoopingAudioStream, because it does
* not create one when the loop count is "1". This allows to keep the runtime
* overhead down, when the code does not require any functionality only offered
* by LoopingAudioStream.
*
* @param stream Stream to loop (will be automatically destroyed, when the looping is done)
* @param loops How often to loop (0 = infinite)
* @return A new AudioStream, which offers the desired functionality.
*/
AudioStream *makeLoopingAudioStream(RewindableAudioStream *stream, uint loops);
/**
* A seekable audio stream. Subclasses of this class implement an
* interface for seeking. The seeking itself is not required to be
* working while the stream is being played by Mixer!
*/
class SeekableAudioStream : public RewindableAudioStream {
public:
/**
* Tries to load a file by trying all available formats.
* In case of an error, the file handle will be closed, but deleting
* it is still the responsibility of the caller.
* @param basename a filename without an extension
* @return an SeekableAudioStream ready to use in case of success;
* NULL in case of an error (e.g. invalid/nonexisting file)
*/
static SeekableAudioStream *openStreamFile(const Common::String &basename);
/**
* Seeks to a given offset in the stream.
*
* @param where offset in milliseconds
* @return true on success, false on failure.
*/
bool seek(uint32 where) {
return seek(Timestamp(where, getRate()));
}
/**
* Seeks to a given offset in the stream.
*
* @param where offset as timestamp
* @return true on success, false on failure.
*/
virtual bool seek(const Timestamp &where) = 0;
/**
* Returns the length of the stream.
*
* @return length as Timestamp.
*/
virtual Timestamp getLength() const = 0;
virtual bool rewind() { return seek(0); }
};
/**
* Wrapper functionality to efficiently create a stream, which might be looped
* in a certain interval.
*
* This automatically starts the stream at time "start"!
*
* Note that this function does not return a LoopingAudioStream, because it does
* not create one when the loop count is "1". This allows to keep the runtime
* overhead down, when the code does not require any functionality only offered
* by LoopingAudioStream.
*
* @param stream Stream to loop (will be automatically destroyed, when the looping is done)
* @param start Starttime of the stream interval to be looped
* @param end End of the stream interval to be looped (a zero time, means till end)
* @param loops How often to loop (0 = infinite)
* @return A new AudioStream, which offers the desired functionality.
*/
AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops);
/**
* A looping audio stream, which features looping of a nested part of the
* stream.
*
* NOTE:
* Currently this implementation stops after the nested loop finished
* playback.
*
* IMPORTANT:
* This might be merged with SubSeekableAudioStream for playback purposes.
* (After extending it to accept a start time).
*/
class SubLoopingAudioStream : public AudioStream {
public:
/**
* Constructor for a SubLoopingAudioStream.
*
* @param stream Stream to loop
* @param loops How often the stream should be looped (0 means infinite)
* @param loopStart Start of the loop (this must be smaller than loopEnd)
* @param loopEnd End of the loop (thus must be greater than loopStart)
* @param disposeAfterUse Whether the stream should be disposed, when the
* SubLoopingAudioStream is destroyed.
*/
SubLoopingAudioStream(SeekableAudioStream *stream, uint loops,
const Timestamp loopStart,
const Timestamp loopEnd,
DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~SubLoopingAudioStream();
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return _done; }
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
private:
SeekableAudioStream *_parent;
DisposeAfterUse::Flag _disposeAfterUse;
uint _loops;
Timestamp _pos;
Timestamp _loopStart, _loopEnd;
bool _done;
};
/**
* A SubSeekableAudioStream provides access to a SeekableAudioStream
* just in the range [start, end).
* The same caveats apply to SubSeekableAudioStream as do to SeekableAudioStream.
*
* Manipulating the parent stream directly /will/ mess up a substream.
*
* IMPORTANT:
* Note for engine authors. This object is currently under inspection. In case
* we need to revise the looping API we might drop this. So if you really need
* something like this object, please drop a mail to LordHoto.
*/
class SubSeekableAudioStream : public SeekableAudioStream {
public:
/**
* Creates a new SubSeekableAudioStream.
*
* @param parent parent stream object.
* @param start Start time.
* @param end End time.
* @param disposeAfterUse Whether the parent stream object should be destroyed on destruction of the SubSeekableAudioStream.
*/
SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~SubSeekableAudioStream();
int readBuffer(int16 *buffer, const int numSamples);
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
bool endOfData() const { return (_pos >= _length) || _parent->endOfStream(); }
bool seek(const Timestamp &where);
Timestamp getLength() const { return _length; }
private:
SeekableAudioStream *_parent;
DisposeAfterUse::Flag _disposeAfterUse;
const Timestamp _start;
const Timestamp _length;
Timestamp _pos;
};
class QueuingAudioStream : public Audio::AudioStream {
public:
/**
* Queue an audio stream for playback. This stream plays all queued
* streams, in the order they were queued. If disposeAfterUse is set to
* DisposeAfterUse::YES, then the queued stream is deleted after all data
* contained in it has been played.
*/
virtual void queueAudioStream(Audio::AudioStream *audStream,
DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES) = 0;
/**
* Queue a block of raw audio data for playback. This stream plays all
* queued block, in the order they were queued. If disposeAfterUse is set
* to DisposeAfterUse::YES, then the queued block is released using free()
* after all data contained in it has been played.
*
* @note Make sure to allocate the data block with malloc(), not with new[].
*
* @param data pointer to the audio data block
* @param size length of the audio data block
* @param disposeAfterUse if equal to DisposeAfterUse::YES, the block is released using free() after use.
* @param flags a bit-ORed combination of RawFlags describing the audio data format
*/
void queueBuffer(byte *data, uint32 size, DisposeAfterUse::Flag disposeAfterUse, byte flags);
/**
* Mark this stream as finished. That is, signal that no further data
* will be queued to it. Only after this has been done can this
* stream ever 'end'.
*/
virtual void finish() = 0;
/**
* Return the number of streams still queued for playback (including
* the currently playing stream).
*/
virtual uint32 numQueuedStreams() const = 0;
};
/**
* Factory function for an QueuingAudioStream.
*/
QueuingAudioStream *makeQueuingAudioStream(int rate, bool stereo);
/**
* Converts a point in time to a precise sample offset
* with the given parameters.
*
* @param where Point in time.
* @param rate Rate of the stream.
* @param isStereo Is the stream a stereo stream?
*/
Timestamp convertTimeToStreamPos(const Timestamp &where, int rate, bool isStereo);
} // End of namespace Audio
#endif