Mercurial > hg > svcore
view base/AudioPlaySource.h @ 1448:8305d442d1f7 streaming-csv-writer
Remove anonymous namespace
author | Lucas Thompson <dev@lucas.im> |
---|---|
date | Tue, 17 Apr 2018 10:03:50 +0100 |
parents | 8541563f1fd3 |
children | 618326c4ce4b |
line wrap: on
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 SV_AUDIO_PLAY_SOURCE_H #define SV_AUDIO_PLAY_SOURCE_H #include "BaseTypes.h" struct Auditionable { virtual ~Auditionable() { } }; /** * 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(sv_frame_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 sv_frame_t getCurrentPlayingFrame() = 0; /** * Return the current (or thereabouts) output levels in the range * 0.0 -> 1.0, for metering purposes. The values returned are * peak values since the last call to this function was made * (i.e. calling this function also resets them). */ 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 sv_samplerate_t getSourceSampleRate() const = 0; /** * Return the sample rate set by the target audio device (or 0 if * the target hasn't told us yet). If the source and target * sample rates differ, resampling will occur. * * Note that we don't actually do any processing at the device * sample rate. All processing happens at the source sample rate, * and then a resampler is applied if necessary at the interface * between application and driver layer. */ virtual sv_samplerate_t getDeviceSampleRate() const = 0; /** * Get the block size of the target audio device. This may be an * estimate or upper bound, if the target has a variable block * size; the source should behave itself even if this value turns * out to be inaccurate. */ virtual int getTargetBlockSize() const = 0; /** * Get the number of channels of audio that will be provided * to the play target. This may be more than the source channel * count: for example, a mono source will provide 2 channels * after pan. */ virtual int getTargetChannelCount() const = 0; /** * Set a plugin or other subclass of Auditionable as an * auditioning effect. */ virtual void setAuditioningEffect(Auditionable *) = 0; }; #endif