scummvm/audio/audiostream.h

524 lines
17 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef AUDIO_AUDIOSTREAM_H
#define AUDIO_AUDIOSTREAM_H
#include "common/ptr.h"
#include "common/scummsys.h"
#include "common/str.h"
#include "common/types.h"
#include "audio/timestamp.h"
namespace Common {
class SeekableReadStream;
}
namespace Audio {
/**
* @defgroup audio_audiostream Audio streams
* @ingroup audio
*
* @brief API for managing audio input streams.
* @{
*/
/**
* 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 @p numSamples samples.
*
* Data must be in native endianness, 16 bits per sample, signed. For stereo
* stream, the buffer will be filled with interleaved left and right channel
* samples, starting with the 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.
*
* @return The actual number of samples read, or -1 if a critical error occurred.
*
* @note You *must* check whether the returned value is less than what you requested.
* This indicates that the stream is fully used up.
*
*/
virtual int readBuffer(int16 *buffer, const int numSamples) = 0;
/** Check whether this is a stereo stream. */
virtual bool isStereo() const = 0;
/** Sample rate of the stream. */
virtual int getRate() const = 0;
/**
* Check whether end of data has been reached.
*
* If this returns true, it indicates that at this time there is no data
* available in the stream. However, there might be more data in the future.
*
* This is used by e.g. a rate converter to decide whether to keep on
* converting data or to stop.
*/
virtual bool endOfData() const = 0;
/**
* Check whether end of stream has been reached.
*
* If this returns true, it indicates 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 resetting the AudioStream to its initial state.
* Note that rewinding itself is not required to be working when the stream
* is being played by the mixer.
*/
class RewindableAudioStream : public virtual AudioStream {
public:
/**
* Rewind the stream to its start.
*
* @return True on success, false otherwise.
*/
virtual bool rewind() = 0;
};
/**
* Generic loopable audio stream. Subclasses of this are used to feed
* looping sampled audio data into ScummVM's audio mixer.
*/
class LoopableAudioStream : public virtual AudioStream {
public:
/**
* Return the number of loops that the stream has played.
*/
virtual uint getCompleteIterations() const = 0;
/**
* Set the number of remaining loops the stream should play
* before stopping.
*/
virtual void setRemainingIterations(uint loops) = 0;
};
/**
* A looping audio stream.
*
* This object does nothing besides using a RewindableAudioStream
* to play a stream in a loop.
*/
class LoopingAudioStream : public LoopableAudioStream {
public:
/**
* Create a looping audio stream object.
*
* On creation of the LoopingAudioStream object, the underlying stream will be rewound.
*
* @see makeLoopingAudioStream
*
* @param stream The stream to loop.
* @param loops How often to loop (0 = infinite).
* @param disposeAfterUse Destroy the stream after the LoopingAudioStream has finished playback.
* @param rewind If true, rewind the underlying stream.
*/
LoopingAudioStream(RewindableAudioStream *stream, uint loops, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES, bool rewind = true);
/**
* Create a looping audio stream object.
*
* On creation of the LoopingAudioStream object, the underlying stream will be rewound.
*
* @see makeLoopingAudioStream
*
* @param stream The stream to loop.
* @param loops How often to loop (0 = infinite).
* @param disposeAfterUse Destroy the stream after the LoopingAudioStream has finished playback.
* @param rewind If true, rewind the underlying stream.
*/
LoopingAudioStream(Common::DisposablePtr<RewindableAudioStream>&& stream, uint loops, bool rewind = true);
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const;
bool endOfStream() const;
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
uint getCompleteIterations() const { return _completeIterations; }
void setRemainingIterations(uint loops) { _loops = _completeIterations + loops; }
private:
Common::DisposablePtr<RewindableAudioStream> _parent;
uint _loops;
uint _completeIterations;
};
/**
* Wrapper functionality to efficiently create a stream that might be looped.
*
* 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 that is only offered
* by LoopingAudioStream.
*
* @param stream The stream to loop (will be automatically destroyed, when the looping is done).
* @param loops How often to loop (0 = infinite).
*
* @return A new AudioStream that 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 the mixer.
*/
class SeekableAudioStream : public virtual RewindableAudioStream {
public:
/**
* Attempt 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 File name without an extension.
*
* @return A SeekableAudioStream ready to use in case of success.
* NULL in case of an error (e.g. invalid/non-existing file).
*/
static SeekableAudioStream *openStreamFile(const Common::String &basename);
/**
* Seek 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()));
}
/**
* Seek to a given offset in the stream.
*
* @param where Offset as a timestamp.
*
* @return True on success, false on failure.
*/
virtual bool seek(const Timestamp &where) = 0;
/**
* Return the length of the stream.
*
* @return Length as a timestamp.
*/
virtual Timestamp getLength() const = 0;
virtual bool rewind() { return seek(0); }
};
/**
* Wrapper functionality to efficiently create a stream that might be looped
* in a certain interval.
*
* This automatically starts the stream at time "start"!
*
* 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 that is only offered
* by LoopingAudioStream.
*
* @param stream The stream to loop (will be automatically destroyed when the looping is done).
* @param start Start time of the stream interval to be looped.
* @param end End of the stream interval to be looped (a zero time means till the end).
* @param loops How often to loop (0 = infinite).
*
* @return A new AudioStream that offers the desired functionality.
*/
AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops);
/**
* A looping audio stream that features looping of a nested part of the
* stream.
*
* @note Currently this implementation stops after the nested loop finishes
* playback.
*
* @b Important: This can be merged with SubSeekableAudioStream for playback purposes.
* To do this, it must be extended to accept a start time.
*/
class SubLoopingAudioStream : public LoopableAudioStream {
public:
/**
* Constructor for a SubLoopingAudioStream.
*
* On creation of the SubLoopingAudioStream object,
* the underlying stream will be rewound.
*
* @param stream The 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 @p loopEnd).
* @param loopEnd End of the loop (thus must be greater than @p 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);
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const;
bool endOfStream() const;
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
uint getCompleteIterations() const { return _completeIterations; }
void setRemainingIterations(uint loops) { _loops = _completeIterations + loops; }
private:
Common::DisposablePtr<SeekableAudioStream> _parent;
uint _loops;
uint _completeIterations;
Timestamp _pos;
Timestamp _loopStart, _loopEnd;
};
/**
* A SubSeekableAudioStream class that 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 break the substream.
*/
class SubSeekableAudioStream : public SeekableAudioStream {
public:
/**
* Create 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);
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->endOfData(); }
bool endOfStream() const { return (_pos >= _length) || _parent->endOfStream(); }
bool seek(const Timestamp &where);
Timestamp getLength() const { return _length; }
private:
Common::DisposablePtr<SeekableAudioStream> _parent;
const Timestamp _start;
const Timestamp _length;
Timestamp _pos;
};
/**
* A QueuingAudioStream class that allows for queuing multiple audio streams for playback.
*/
class QueuingAudioStream : public Audio::AudioStream {
public:
/**
* Queue an audio stream for playback.
*
* This stream plays all queued streams, in the order in which 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 blocks, in the order in which 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.
*
* This is used to signal that no further data will be queued to the stream.
* The stream is only considered as ended after this has been done.
*/
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 a QueuingAudioStream.
*/
QueuingAudioStream *makeQueuingAudioStream(int rate, bool stereo);
/**
* Convert 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 Whether the stream is a stereo stream.
*/
Timestamp convertTimeToStreamPos(const Timestamp &where, int rate, bool isStereo);
/**
* Factory function for an AudioStream wrapper that cuts off the amount of samples read after a
* given time length is reached.
*
* @param parentStream The stream to limit.
* @param length The time length to limit the stream to.
* @param disposeAfterUse Whether the parent stream object should be destroyed on destruction of the returned stream.
*/
AudioStream *makeLimitingAudioStream(AudioStream *parentStream, const Timestamp &length, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
/**
* An AudioStream designed to work in terms of packets.
*
* It is similar in concept to the QueuingAudioStream, but does not
* necessarily rely on the data from each queued AudioStream
* being separate.
*/
class PacketizedAudioStream : public virtual AudioStream {
public:
virtual ~PacketizedAudioStream() {}
/**
* Queue the next packet to be decoded.
*/
virtual void queuePacket(Common::SeekableReadStream *data) = 0;
/**
* Mark this stream as finished. That is, signal that no further data
*
* This is used to signal that no further data will be queued to the stream.
* The stream is only considered as ended after this has been done.
*/
virtual void finish() = 0;
};
/**
* A PacketizedAudioStream that works closer to a QueuingAudioStream.
*
* It queues individual packets as a whole AudioStream to an internal
* QueuingAudioStream. This is used for writing quick wrappers against
* e.g. RawStream, which can be then made into PacketizedAudioStreams.
*/
class StatelessPacketizedAudioStream : public PacketizedAudioStream {
public:
/**
* Create a StatelessPacketizedAudioStream with the specified sample rate
* and for the specified number of channels.
*/
StatelessPacketizedAudioStream(uint rate, uint channels) :
_rate(rate), _channels(channels), _stream(makeQueuingAudioStream(rate, channels == 2)) {}
virtual ~StatelessPacketizedAudioStream() {}
// AudioStream API
bool isStereo() const { return _channels == 2; }
int getRate() const { return _rate; }
int readBuffer(int16 *data, const int numSamples) { return _stream->readBuffer(data, numSamples); }
bool endOfData() const { return _stream->endOfData(); }
bool endOfStream() const { return _stream->endOfStream(); }
// PacketizedAudioStream API
void queuePacket(Common::SeekableReadStream *data) { _stream->queueAudioStream(makeStream(data)); }
void finish() { _stream->finish(); }
/**
* Return how many channels this stream is using.
*/
uint getChannels() const { return _channels; }
protected:
/**
* Create an AudioStream for a given packet.
*/
virtual AudioStream *makeStream(Common::SeekableReadStream *data) = 0;
private:
uint _rate;
uint _channels;
Common::ScopedPtr<QueuingAudioStream> _stream;
};
/**
* Create an AudioStream that plays nothing and immediately returns that
* endOfStream() has been reached.
*/
AudioStream *makeNullAudioStream();
/**
* Create an AudioStream that just returns silent samples and runs infinitely.
*/
AudioStream *makeSilentAudioStream(int rate, bool stereo);
/** @} */
} // End of namespace Audio
#endif