Mercurial > hg > svcore
view base/AudioPlaySource.h @ 1311:90ac1df228aa 3.0-integration
Merge from branch mp3-gapless
author | Chris Cannam |
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date | Tue, 29 Nov 2016 16:45:53 +0000 |
parents | a1cd5abcb38b |
children | ca43c4b7719c |
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/* -*- 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_ #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. */ 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 the * source sample rate if the target hasn't set one). If the * source and target sample rates differ, resampling will occur. */ virtual sv_samplerate_t getTargetSampleRate() 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