scummvm/sound/audiostream.h
2010-01-09 00:19:13 +00:00

349 lines
11 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/stream.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 occured (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 restting 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 beides 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, bool disposeAfterUse = true);
~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;
bool _disposeAfterUse;
uint _loops;
uint _completeIterations;
};
/**
* Wrapper functionallity 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 functionallity 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 functionallity.
*/
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 responsibilty 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 functionallity 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 functionallity 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 functionallity.
*/
AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops);
/**
* 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 destroied on desctruction of the SubSeekableAudioStream.
*/
SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, bool disposeAfterUse = true);
~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;
bool _disposeAfterUse;
const Timestamp _start;
Timestamp _pos, _length;
};
/**
* Factory function for a raw linear AudioStream, which will simply treat all
* data in the buffer described by ptr and len as raw sample data in the
* specified format. It will then simply pass this data directly to the mixer,
* after converting it to the sample format used by the mixer (i.e. 16 bit
* signed native endian). Optionally supports (infinite) looping of a portion
* of the data.
*/
SeekableAudioStream *makeLinearInputStream(const byte *ptr, uint32 len, int rate,
byte flags, uint loopStart, uint loopEnd);
/**
* Struct used to define the audio data to be played by a LinearDiskStream.
*/
struct LinearDiskStreamAudioBlock {
int32 pos; ///< Position in stream of the block
int32 len; ///< Length of the block (in samples)
};
/**
* Factory function for a Linear Disk Stream. This can stream linear (PCM)
* audio from disk. The function takes an pointer to an array of
* LinearDiskStreamAudioBlock which defines the start position and length of
* each block of uncompressed audio in the stream.
*/
SeekableAudioStream *makeLinearDiskStream(Common::SeekableReadStream *stream, LinearDiskStreamAudioBlock *block,
int numBlocks, int rate, byte flags, bool disposeStream, uint loopStart, uint loopEnd);
class QueuingAudioStream : public Audio::AudioStream {
public:
/**
* Queue an audio stream for playback. This stream will
* play all queued streams, in the order they were queued.
* If the disposeAfterUse is true, then the stream is
* deleted after all data contained in it has been played.
*/
virtual void queueAudioStream(Audio::AudioStream *audStream,
bool disposeAfterUse = true) = 0;
/**
* Queue a block of raw audio data for playback. This stream
* will play all queued buffers, in the order they were
* queued. After all data contained in them has been played,
* the buffer will be delete[]'d (so make sure to allocate them
* with new[], not with malloc).
*/
void queueBuffer(byte *data, uint32 size, byte flags) {
AudioStream *stream = makeLinearInputStream(data, size, getRate(), flags, 0, 0);
queueAudioStream(stream, true);
}
/**
* Mark the stream as finished, that is, signal that no further data
* will be appended 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);
/**
* Calculates the sample, which the timestamp describes in a
* AudioStream with the given framerate.
*
* @param where point in time
* @param rate rate of the AudioStream
* @return sample index
*/
uint32 calculateSampleOffset(const Timestamp &where, int rate);
} // End of namespace Audio
#endif