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https://github.com/libretro/scummvm.git
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524 lines
17 KiB
C++
524 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AUDIO_AUDIOSTREAM_H
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#define AUDIO_AUDIOSTREAM_H
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#include "common/ptr.h"
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#include "common/scummsys.h"
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#include "common/types.h"
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#include "audio/timestamp.h"
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namespace Common {
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class Path;
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class SeekableReadStream;
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}
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namespace Audio {
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/**
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* @defgroup audio_audiostream Audio streams
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* @ingroup audio
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*
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* @brief API for managing audio input streams.
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* @{
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*/
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/**
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* Generic audio input stream. Subclasses of this are used to feed arbitrary
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* sampled audio data into ScummVM's audio mixer.
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*/
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class AudioStream {
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public:
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virtual ~AudioStream() {}
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/**
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* Fill the given buffer with up to @p numSamples samples.
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*
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* Data must be in native endianness, 16 bits per sample, signed. For stereo
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* stream, the buffer will be filled with interleaved left and right channel
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* samples, starting with the left sample. Furthermore, the samples in the
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* left and right are summed up. So if you request 4 samples from a stereo
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* stream, you will get a total of two left channel and two right channel
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* samples.
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*
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* @return The actual number of samples read, or -1 if a critical error occurred.
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*
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* @note You *must* check whether the returned value is less than what you requested.
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* This indicates that the stream is fully used up.
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*
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*/
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virtual int readBuffer(int16 *buffer, const int numSamples) = 0;
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/** Check whether this is a stereo stream. */
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virtual bool isStereo() const = 0;
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/** Sample rate of the stream. */
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virtual int getRate() const = 0;
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/**
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* Check whether end of data has been reached.
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*
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* If this returns true, it indicates that at this time there is no data
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* available in the stream. However, there might be more data in the future.
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*
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* This is used by e.g. a rate converter to decide whether to keep on
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* converting data or to stop.
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*/
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virtual bool endOfData() const = 0;
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/**
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* Check whether end of stream has been reached.
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*
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* If this returns true, it indicates that all data in this stream is used up
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* and no additional data will appear in it in the future.
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*
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* This is used by the mixer to decide whether a given stream shall be
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* removed from the list of active streams (and thus be destroyed).
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* By default, this maps to endOfData().
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*/
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virtual bool endOfStream() const { return endOfData(); }
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};
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/**
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* A rewindable audio stream.
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*
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* This allows for resetting the AudioStream to its initial state.
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* Note that rewinding itself is not required to be working when the stream
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* is being played by the mixer.
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*/
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class RewindableAudioStream : public virtual AudioStream {
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public:
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/**
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* Rewind the stream to its start.
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*
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* @return True on success, false otherwise.
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*/
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virtual bool rewind() = 0;
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};
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/**
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* Generic loopable audio stream. Subclasses of this are used to feed
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* looping sampled audio data into ScummVM's audio mixer.
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*/
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class LoopableAudioStream : public virtual AudioStream {
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public:
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/**
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* Return the number of loops that the stream has played.
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*/
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virtual uint getCompleteIterations() const = 0;
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/**
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* Set the number of remaining loops the stream should play
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* before stopping.
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*/
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virtual void setRemainingIterations(uint loops) = 0;
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};
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/**
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* A looping audio stream.
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*
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* This object does nothing besides using a RewindableAudioStream
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* to play a stream in a loop.
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*/
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class LoopingAudioStream : public LoopableAudioStream {
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public:
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/**
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* Create a looping audio stream object.
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*
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* On creation of the LoopingAudioStream object, the underlying stream will be rewound.
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*
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* @see makeLoopingAudioStream
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*
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* @param stream The stream to loop.
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* @param loops How often to loop (0 = infinite).
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* @param disposeAfterUse Destroy the stream after the LoopingAudioStream has finished playback.
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* @param rewind If true, rewind the underlying stream.
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*/
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LoopingAudioStream(RewindableAudioStream *stream, uint loops, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES, bool rewind = true);
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/**
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* Create a looping audio stream object.
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*
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* On creation of the LoopingAudioStream object, the underlying stream will be rewound.
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*
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* @see makeLoopingAudioStream
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*
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* @param stream The stream to loop.
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* @param loops How often to loop (0 = infinite).
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* @param disposeAfterUse Destroy the stream after the LoopingAudioStream has finished playback.
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* @param rewind If true, rewind the underlying stream.
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*/
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LoopingAudioStream(Common::DisposablePtr<RewindableAudioStream>&& stream, uint loops, bool rewind = true);
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int readBuffer(int16 *buffer, const int numSamples);
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bool endOfData() const;
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bool endOfStream() const;
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bool isStereo() const { return _parent->isStereo(); }
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int getRate() const { return _parent->getRate(); }
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uint getCompleteIterations() const { return _completeIterations; }
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void setRemainingIterations(uint loops) { _loops = _completeIterations + loops; }
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private:
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Common::DisposablePtr<RewindableAudioStream> _parent;
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uint _loops;
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uint _completeIterations;
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};
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/**
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* Wrapper functionality to efficiently create a stream that might be looped.
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*
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* This function does not return a LoopingAudioStream, because it does
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* not create one when the loop count is "1". This allows to keep the runtime
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* overhead down when the code does not require any functionality that is only offered
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* by LoopingAudioStream.
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*
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* @param stream The stream to loop (will be automatically destroyed, when the looping is done).
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* @param loops How often to loop (0 = infinite).
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*
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* @return A new AudioStream that offers the desired functionality.
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*/
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AudioStream *makeLoopingAudioStream(RewindableAudioStream *stream, uint loops);
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/**
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* A seekable audio stream.
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*
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* Subclasses of this class implement an interface for seeking.
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* The seeking itself is not required to be working while the stream
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* is being played by the mixer.
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*/
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class SeekableAudioStream : public virtual RewindableAudioStream {
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public:
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/**
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* Attempt to load a file by trying all available formats.
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*
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* In case of an error, the file handle will be closed, but deleting
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* it is still the responsibility of the caller.
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*
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* @param basename File name without an extension.
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*
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* @return A SeekableAudioStream ready to use in case of success.
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* NULL in case of an error (e.g. invalid/non-existing file).
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*/
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static SeekableAudioStream *openStreamFile(const Common::Path &basename);
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/**
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* Seek to a given offset in the stream.
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*
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* @param where Offset in milliseconds.
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*
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* @return True on success, false on failure.
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*/
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bool seek(uint32 where) {
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return seek(Timestamp(where, getRate()));
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}
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/**
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* Seek to a given offset in the stream.
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*
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* @param where Offset as a timestamp.
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*
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* @return True on success, false on failure.
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*/
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virtual bool seek(const Timestamp &where) = 0;
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/**
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* Return the length of the stream.
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*
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* @return Length as a timestamp.
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*/
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virtual Timestamp getLength() const = 0;
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virtual bool rewind() { return seek(0); }
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};
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/**
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* Wrapper functionality to efficiently create a stream that might be looped
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* in a certain interval.
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*
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* This automatically starts the stream at time "start"!
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*
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* This function does not return a LoopingAudioStream, because it does
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* not create one when the loop count is "1". This allows to keep the runtime
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* overhead down when the code does not require any functionality that is only offered
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* by LoopingAudioStream.
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*
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* @param stream The stream to loop (will be automatically destroyed when the looping is done).
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* @param start Start time of the stream interval to be looped.
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* @param end End of the stream interval to be looped (a zero time means till the end).
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* @param loops How often to loop (0 = infinite).
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*
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* @return A new AudioStream that offers the desired functionality.
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*/
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AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops);
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/**
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* A looping audio stream that features looping of a nested part of the
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* stream.
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*
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* @note Currently this implementation stops after the nested loop finishes
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* playback.
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*
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* @b Important: This can be merged with SubSeekableAudioStream for playback purposes.
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* To do this, it must be extended to accept a start time.
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*/
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class SubLoopingAudioStream : public LoopableAudioStream {
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public:
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/**
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* Constructor for a SubLoopingAudioStream.
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*
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* On creation of the SubLoopingAudioStream object,
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* the underlying stream will be rewound.
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*
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* @param stream The stream to loop.
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* @param loops How often the stream should be looped (0 means infinite).
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* @param loopStart Start of the loop (this must be smaller than @p loopEnd).
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* @param loopEnd End of the loop (thus must be greater than @p loopStart).
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* @param disposeAfterUse Whether the stream should be disposed when the
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* SubLoopingAudioStream is destroyed.
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*/
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SubLoopingAudioStream(SeekableAudioStream *stream, uint loops,
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const Timestamp loopStart,
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const Timestamp loopEnd,
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DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
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int readBuffer(int16 *buffer, const int numSamples);
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bool endOfData() const;
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bool endOfStream() const;
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bool isStereo() const { return _parent->isStereo(); }
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int getRate() const { return _parent->getRate(); }
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uint getCompleteIterations() const { return _completeIterations; }
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void setRemainingIterations(uint loops) { _loops = _completeIterations + loops; }
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private:
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Common::DisposablePtr<SeekableAudioStream> _parent;
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uint _loops;
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uint _completeIterations;
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Timestamp _pos;
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Timestamp _loopStart, _loopEnd;
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};
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/**
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* A SubSeekableAudioStream class that provides access to a SeekableAudioStream
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* just in the range [start, end).
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*
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* The same caveats apply to SubSeekableAudioStream as do to SeekableAudioStream.
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*
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* Manipulating the parent stream directly will break the substream.
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*/
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class SubSeekableAudioStream : public SeekableAudioStream {
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public:
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/**
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* Create a new SubSeekableAudioStream.
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*
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* @param parent Parent stream object.
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* @param start Start time.
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* @param end End time.
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* @param disposeAfterUse Whether the parent stream object should be destroyed on destruction of the SubSeekableAudioStream.
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*/
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SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return _parent->isStereo(); }
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int getRate() const { return _parent->getRate(); }
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bool endOfData() const { return (_pos >= _length) || _parent->endOfData(); }
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bool endOfStream() const { return (_pos >= _length) || _parent->endOfStream(); }
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bool seek(const Timestamp &where);
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Timestamp getLength() const { return _length; }
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private:
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Common::DisposablePtr<SeekableAudioStream> _parent;
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const Timestamp _start;
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const Timestamp _length;
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Timestamp _pos;
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};
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/**
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* A QueuingAudioStream class that allows for queuing multiple audio streams for playback.
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*/
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class QueuingAudioStream : public Audio::AudioStream {
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public:
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/**
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* Queue an audio stream for playback.
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*
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* This stream plays all queued streams, in the order in which they were queued.
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* If disposeAfterUse is set to DisposeAfterUse::YES, then the queued stream
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* is deleted after all data contained in it has been played.
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*/
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virtual void queueAudioStream(Audio::AudioStream *audStream,
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DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES) = 0;
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/**
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* Queue a block of raw audio data for playback.
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*
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* This stream plays all queued blocks, in the order in which they were queued.
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* If disposeAfterUse is set to DisposeAfterUse::YES, then the queued block is
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* released using free() after all data contained in it has been played.
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*
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* @note Make sure to allocate the data block with malloc(), not with new[].
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*
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* @param data Pointer to the audio data block.
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* @param size Length of the audio data block.
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* @param disposeAfterUse If equal to DisposeAfterUse::YES, the block is released using free() after use.
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* @param flags A bit-ORed combination of RawFlags describing the audio data format.
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*/
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void queueBuffer(byte *data, uint32 size, DisposeAfterUse::Flag disposeAfterUse, byte flags);
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/**
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* Mark this stream as finished.
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*
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* This is used to signal that no further data will be queued to the stream.
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* The stream is only considered as ended after this has been done.
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*/
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virtual void finish() = 0;
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/**
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* Return the number of streams still queued for playback (including
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* the currently playing stream).
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*/
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virtual uint32 numQueuedStreams() const = 0;
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};
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/**
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* Factory function for a QueuingAudioStream.
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*/
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QueuingAudioStream *makeQueuingAudioStream(int rate, bool stereo);
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/**
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* Convert a point in time to a precise sample offset
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* with the given parameters.
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*
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* @param where Point in time.
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* @param rate Rate of the stream.
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* @param isStereo Whether the stream is a stereo stream.
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*/
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Timestamp convertTimeToStreamPos(const Timestamp &where, int rate, bool isStereo);
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/**
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* Factory function for an AudioStream wrapper that cuts off the amount of samples read after a
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* given time length is reached.
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*
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* @param parentStream The stream to limit.
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* @param length The time length to limit the stream to.
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* @param disposeAfterUse Whether the parent stream object should be destroyed on destruction of the returned stream.
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*/
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AudioStream *makeLimitingAudioStream(AudioStream *parentStream, const Timestamp &length, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
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/**
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* An AudioStream designed to work in terms of packets.
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*
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* It is similar in concept to the QueuingAudioStream, but does not
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* necessarily rely on the data from each queued AudioStream
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* being separate.
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*/
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class PacketizedAudioStream : public virtual AudioStream {
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public:
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virtual ~PacketizedAudioStream() {}
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/**
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* Queue the next packet to be decoded.
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*/
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virtual void queuePacket(Common::SeekableReadStream *data) = 0;
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/**
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* Mark this stream as finished. That is, signal that no further data
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*
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* This is used to signal that no further data will be queued to the stream.
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* The stream is only considered as ended after this has been done.
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*/
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virtual void finish() = 0;
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};
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/**
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* A PacketizedAudioStream that works closer to a QueuingAudioStream.
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*
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* It queues individual packets as a whole AudioStream to an internal
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* QueuingAudioStream. This is used for writing quick wrappers against
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* e.g. RawStream, which can be then made into PacketizedAudioStreams.
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*/
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class StatelessPacketizedAudioStream : public PacketizedAudioStream {
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public:
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/**
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* Create a StatelessPacketizedAudioStream with the specified sample rate
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* and for the specified number of channels.
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*/
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StatelessPacketizedAudioStream(uint rate, uint channels) :
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_rate(rate), _channels(channels), _stream(makeQueuingAudioStream(rate, channels == 2)) {}
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virtual ~StatelessPacketizedAudioStream() {}
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// AudioStream API
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bool isStereo() const { return _channels == 2; }
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int getRate() const { return _rate; }
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int readBuffer(int16 *data, const int numSamples) { return _stream->readBuffer(data, numSamples); }
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bool endOfData() const { return _stream->endOfData(); }
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bool endOfStream() const { return _stream->endOfStream(); }
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// PacketizedAudioStream API
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void queuePacket(Common::SeekableReadStream *data) { _stream->queueAudioStream(makeStream(data)); }
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void finish() { _stream->finish(); }
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/**
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* Return how many channels this stream is using.
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*/
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uint getChannels() const { return _channels; }
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protected:
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/**
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* Create an AudioStream for a given packet.
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*/
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virtual AudioStream *makeStream(Common::SeekableReadStream *data) = 0;
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private:
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uint _rate;
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uint _channels;
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Common::ScopedPtr<QueuingAudioStream> _stream;
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};
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/**
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* Create an AudioStream that plays nothing and immediately returns that
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* endOfStream() has been reached.
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*/
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AudioStream *makeNullAudioStream();
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/**
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* Create an AudioStream that just returns silent samples and runs infinitely.
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*/
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AudioStream *makeSilentAudioStream(int rate, bool stereo);
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/** @} */
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} // End of namespace Audio
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#endif
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