Mercurial > hg > svcore
view base/AudioPlaySource.h @ 297:c022976d18e8
* Merge from sv-match-alignment branch (excluding alignment-specific document).
- add aggregate wave model (not yet complete enough to be added as a true
model in a layer, but there's potential)
- add play solo mode
- add alignment model -- unused in plain SV
- fix two plugin leaks
- add m3u playlist support (opens all files at once, potentially hazardous)
- fix retrieval of pre-encoded URLs
- add ability to resample audio files on import, so as to match rates with
other files previously loaded; add preference for same
- add preliminary support in transform code for range and rate of transform
input
- reorganise preferences dialog, move dark-background option to preferences,
add option for temporary directory location
author | Chris Cannam |
---|---|
date | Fri, 28 Sep 2007 13:56:38 +0000 |
parents | d3ac9f953ebf |
children | a1b6d2e33cab |
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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_ /** * 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