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Player.h
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/*
* Copyright 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef FAST_MIXER_SOUNDRECORDING_H
#define FAST_MIXER_SOUNDRECORDING_H
#include <cstdint>
#include <array>
#include "map"
#include <chrono>
#include <memory>
#include <atomic>
#include <android/asset_manager.h>
#include "IRenderableAudio.h"
#include "SourceStore.h"
#include "DataSource.h"
using namespace std;
class Player : public IRenderableAudio, public SourceStore {
public:
/**
* Construct a new Player from the given DataSource. Players can share the same data source.
* For example, you could play two identical sounds concurrently by creating 2 Players with the
* same data source.
*
* @param source
*/
Player(map<string, shared_ptr<DataSource>> sourceMap, function<void(void)> stopPlaybackCallback)
: SourceStore(sourceMap) {
mStopPlaybackCallback = stopPlaybackCallback;
if (mSourceMap.size() > 1) {
updateAddedMax();
}
};
Player()
: Player { map<string, shared_ptr<DataSource>>(), nullptr } {};
void addSource(string key, shared_ptr<DataSource> source);
bool checkPlayerSources(map<string, shared_ptr<DataSource>> playMap);
void addSourceMap(map<string, shared_ptr<DataSource>> playMap);
void setPlaybackCallback(function<void(void)> stopPlaybackCallback);
void renderAudio(float *targetData, int32_t numFrames);
void resetPlayHead() { mReadFrameIndex = 0; };
int32_t getPlayHead() { return mReadFrameIndex; }
void setPlayHead(int32_t playHead);
void setPlaying(bool isPlaying) { mIsPlaying = isPlaying; };
void clearSources();
void syncPlayHeads();
void setPlayerBoundStart(int64_t boundStart);
void setPlayerBoundEnd(int64_t boundEnd);
void resetPlayerBoundStart();
void resetPlayerBoundEnd();
private:
int32_t mReadFrameIndex = 0;
atomic<bool> mIsPlaying { false };
function<void(void)> mStopPlaybackCallback = nullptr;
int64_t mSourceBoundStart = -1;
int64_t mSourceBoundEnd = -1;
void renderSilence(float*, int32_t);
};
#endif //RHYTHMGAME_SOUNDRECORDING_H