view base/AudioPlaySource.h @ 308:14e0f60435b8

* Make it possible to drop audio files, layer files, session files and images onto SV panes. Need to do a bit more work on where we expect the dropped file to go, particularly in the case of audio files -- at the moment they're always opened in new panes, but it may be better to by default replace whatever is in the target pane.
author Chris Cannam
date Wed, 10 Oct 2007 15:18:02 +0000
parents d3ac9f953ebf
children a1b6d2e33cab
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line source
/* -*- c-basic-offset: 4 indent-tabs-mode: nil -*-  vi:set ts=8 sts=4 sw=4: */

/*
    Sonic Visualiser
    An audio file viewer and annotation editor.
    Centre for Digital Music, Queen Mary, University of London.
    This file copyright 2006 Chris Cannam.
    
    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.  See the file
    COPYING included with this distribution for more information.
*/

#ifndef _AUDIO_PLAY_SOURCE_H_
#define _AUDIO_PLAY_SOURCE_H_

/**
 * Simple interface for audio playback.  This should be all that the
 * ViewManager needs to know about to synchronise with playback by
 * sample frame, but it doesn't provide enough to determine what is
 * actually being played or how.  See the audioio directory for a
 * concrete subclass.
 */

class AudioPlaySource
{
public:
    virtual ~AudioPlaySource() { }

    /**
     * Start playing from the given frame.  If playback is already
     * under way, reseek to the given frame and continue.
     */
    virtual void play(size_t startFrame) = 0;

    /**
     * Stop playback.
     */
    virtual void stop() = 0;

    /**
     * Return whether playback is currently supposed to be happening.
     */
    virtual bool isPlaying() const = 0;

    /**
     * Return the frame number that is currently expected to be coming
     * out of the speakers.  (i.e. compensating for playback latency.)
     */
    virtual size_t getCurrentPlayingFrame() = 0;

    /**
     * Return the current (or thereabouts) output levels in the range
     * 0.0 -> 1.0, for metering purposes.
     */
    virtual bool getOutputLevels(float &left, float &right) = 0;

    /**
     * Return the sample rate of the source material -- any material
     * that wants to play at a different rate will sound wrong.
     */
    virtual size_t getSourceSampleRate() const = 0;

    /**
     * Return the sample rate set by the target audio device (or the
     * source sample rate if the target hasn't set one).  If the
     * source and target sample rates differ, resampling will occur.
     */
    virtual size_t getTargetSampleRate() const = 0;
     
};

#endif