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https://github.com/libretro/scummvm.git
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be8371fb07
svn-id: r47189
349 lines
11 KiB
C++
349 lines
11 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef SOUND_AUDIOSTREAM_H
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#define SOUND_AUDIOSTREAM_H
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#include "common/util.h"
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#include "common/scummsys.h"
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#include "common/stream.h"
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#include "sound/timestamp.h"
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namespace Audio {
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class SeekableAudioStream;
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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 numSamples samples. Returns the actual
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* number of samples read, or -1 if a critical error occured (note: you
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* *must* check if this value is less than what you requested, this can
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* happen when the stream is fully used up).
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*
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* Data has to be in native endianess, 16 bit per sample, signed. For stereo
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* stream, buffer will be filled with interleaved left and right channel
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* samples, starting with a 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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virtual int readBuffer(int16 *buffer, const int numSamples) = 0;
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/** Is this 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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* End of data reached? If this returns true, it means that at this
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* time there is no data available in the stream. However there may be
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* more data in the future.
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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 stop.
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*/
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virtual bool endOfData() const = 0;
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/**
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* End of stream reached? If this returns true, it means that all data
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* in this stream is used up and no additional data will appear in it
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* in the future.
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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. This allows for restting the AudioStream
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* to its initial state. Note that rewinding itself is not required to
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* be working when the stream is being played by Mixer!
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*/
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class RewindableAudioStream : public AudioStream {
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public:
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/**
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* Rewinds 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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* A looping audio stream. This object does nothing beides using
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* a RewindableAudioStream to play a stream in a loop.
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*/
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class LoopingAudioStream : public AudioStream {
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public:
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/**
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* Creates a looping audio stream object.
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*
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* @see makeLoopingAudioStream
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*
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* @param stream 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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*/
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LoopingAudioStream(RewindableAudioStream *stream, uint loops, bool disposeAfterUse = true);
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~LoopingAudioStream();
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int readBuffer(int16 *buffer, const int numSamples);
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bool endOfData() 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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/**
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* Returns number of loops the stream has played.
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* @param numLoops number of loops to play, 0 - infinite
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*/
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uint getCompleteIterations() const { return _completeIterations; }
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private:
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RewindableAudioStream *_parent;
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bool _disposeAfterUse;
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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 functionallity to efficiently create a stream, which might be looped.
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*
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* Note that 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 functionallity only offered
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* by LoopingAudioStream.
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*
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* @param stream 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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* @return A new AudioStream, which offers the desired functionallity.
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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. Subclasses of this class implement an
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* interface for seeking. The seeking itself is not required to be
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* working while the stream is being played by Mixer!
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*/
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class SeekableAudioStream : public RewindableAudioStream {
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public:
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/**
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* Tries to load a file by trying all available formats.
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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 responsibilty of the caller.
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* @param basename a filename without an extension
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* @return an SeekableAudioStream ready to use in case of success;
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* NULL in case of an error (e.g. invalid/nonexisting file)
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*/
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static SeekableAudioStream *openStreamFile(const Common::String &basename);
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/**
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* Seeks to a given offset in the stream.
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*
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* @param where offset in milliseconds
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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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* Seeks to a given offset in the stream.
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*
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* @param where offset as timestamp
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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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* Returns the length of the stream.
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*
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* @return length as 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 functionallity to efficiently create a stream, which 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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* Note that 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 functionallity only offered
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* by LoopingAudioStream.
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*
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* @param stream Stream to loop (will be automatically destroyed, when the looping is done)
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* @param start Starttime 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 end)
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* @param loops How often to loop (0 = infinite)
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* @return A new AudioStream, which offers the desired functionallity.
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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 SubSeekableAudioStream provides access to a SeekableAudioStream
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* just in the range [start, end).
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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/ mess up a substream.
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*
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* IMPORTANT:
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* Note for engine authors. This object is currently under inspection. In case
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* we need to revise the looping API we might drop this. So if you really need
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* something like this object, please drop a mail to LordHoto.
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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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* Creates 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 destroied on desctruction of the SubSeekableAudioStream.
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*/
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SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, bool disposeAfterUse = true);
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~SubSeekableAudioStream();
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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->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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SeekableAudioStream *_parent;
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bool _disposeAfterUse;
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const Timestamp _start;
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Timestamp _pos, _length;
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};
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/**
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* Factory function for a raw linear AudioStream, which will simply treat all
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* data in the buffer described by ptr and len as raw sample data in the
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* specified format. It will then simply pass this data directly to the mixer,
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* after converting it to the sample format used by the mixer (i.e. 16 bit
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* signed native endian). Optionally supports (infinite) looping of a portion
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* of the data.
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*/
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SeekableAudioStream *makeLinearInputStream(const byte *ptr, uint32 len, int rate,
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byte flags, uint loopStart, uint loopEnd);
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/**
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* Struct used to define the audio data to be played by a LinearDiskStream.
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*/
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struct LinearDiskStreamAudioBlock {
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int32 pos; ///< Position in stream of the block
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int32 len; ///< Length of the block (in samples)
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};
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/**
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* Factory function for a Linear Disk Stream. This can stream linear (PCM)
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* audio from disk. The function takes an pointer to an array of
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* LinearDiskStreamAudioBlock which defines the start position and length of
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* each block of uncompressed audio in the stream.
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*/
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SeekableAudioStream *makeLinearDiskStream(Common::SeekableReadStream *stream, LinearDiskStreamAudioBlock *block,
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int numBlocks, int rate, byte flags, bool disposeStream, uint loopStart, uint loopEnd);
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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. This stream will
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* play all queued streams, in the order they were queued.
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* If the disposeAfterUse is true, then the stream is
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* 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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bool disposeAfterUse = true) = 0;
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/**
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* Queue a block of raw audio data for playback. This stream
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* will play all queued buffers, in the order they were
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* queued. After all data contained in them has been played,
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* the buffer will be delete[]'d (so make sure to allocate them
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* with new[], not with malloc).
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*/
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void queueBuffer(byte *data, uint32 size, byte flags) {
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AudioStream *stream = makeLinearInputStream(data, size, getRate(), flags, 0, 0);
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queueAudioStream(stream, true);
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}
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/**
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* Mark the stream as finished, that is, signal that no further data
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* will be appended to it. Only after this has been done can this
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* stream ever 'end'.
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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 an QueuingAudioStream.
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*/
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QueuingAudioStream *makeQueuingAudioStream(int rate, bool stereo);
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/**
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* Calculates the sample, which the timestamp describes in a
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* AudioStream with the given framerate.
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*
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* @param where point in time
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* @param rate rate of the AudioStream
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* @return sample index
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*/
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uint32 calculateSampleOffset(const Timestamp &where, int rate);
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} // End of namespace Audio
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#endif
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