/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef SOUND_AUDIOSTREAM_H #define SOUND_AUDIOSTREAM_H #include "common/util.h" #include "common/scummsys.h" #include "common/stream.h" #include "sound/timestamp.h" namespace Audio { class SeekableAudioStream; /** * Generic audio input stream. Subclasses of this are used to feed arbitrary * sampled audio data into ScummVM's audio mixer. */ class AudioStream { public: virtual ~AudioStream() {} /** * Fill the given buffer with up to numSamples samples. Returns the actual * number of samples read, or -1 if a critical error occured (note: you * *must* check if this value is less than what you requested, this can * happen when the stream is fully used up). * * Data has to be in native endianess, 16 bit per sample, signed. For stereo * stream, buffer will be filled with interleaved left and right channel * samples, starting with a left sample. Furthermore, the samples in the * left and right are summed up. So if you request 4 samples from a stereo * stream, you will get a total of two left channel and two right channel * samples. */ virtual int readBuffer(int16 *buffer, const int numSamples) = 0; /** Is this a stereo stream? */ virtual bool isStereo() const = 0; /** Sample rate of the stream. */ virtual int getRate() const = 0; /** * End of data reached? If this returns true, it means that at this * time there is no data available in the stream. However there may be * more data in the future. * This is used by e.g. a rate converter to decide whether to keep on * converting data or stop. */ virtual bool endOfData() const = 0; /** * End of stream reached? If this returns true, it means that all data * in this stream is used up and no additional data will appear in it * in the future. * This is used by the mixer to decide whether a given stream shall be * removed from the list of active streams (and thus be destroyed). * By default this maps to endOfData() */ virtual bool endOfStream() const { return endOfData(); } }; /** * A rewindable audio stream. This allows for restting the AudioStream * to its initial state. Note that rewinding itself is not required to * be working when the stream is being played by Mixer! */ class RewindableAudioStream : public AudioStream { public: /** * Rewinds the stream to its start. * * @return true on success, false otherwise. */ virtual bool rewind() = 0; }; /** * A looping audio stream. This object does nothing beides using * a RewindableAudioStream to play a stream in a loop. */ class LoopingAudioStream : public AudioStream { public: /** * Creates a looping audio stream object. * * @see makeLoopingAudioStream * * @param stream Stream to loop * @param loops How often to loop (0 = infinite) * @param disposeAfteruse Destroy the stream after the LoopingAudioStream has finished playback. */ LoopingAudioStream(RewindableAudioStream *stream, uint loops, bool disposeAfterUse = true); ~LoopingAudioStream(); int readBuffer(int16 *buffer, const int numSamples); bool endOfData() const; bool isStereo() const { return _parent->isStereo(); } int getRate() const { return _parent->getRate(); } /** * Returns number of loops the stream has played. * @param numLoops number of loops to play, 0 - infinite */ uint getCompleteIterations() const { return _completeIterations; } private: RewindableAudioStream *_parent; bool _disposeAfterUse; uint _loops; uint _completeIterations; }; /** * Wrapper functionallity to efficiently create a stream, which might be looped. * * Note that this function does not return a LoopingAudioStream, because it does * not create one, when the loop count is "1". This allows to keep the runtime * overhead down, when the code does not require any functionallity only offered * by LoopingAudioStream. * * @param stream Stream to loop (will be automatically destroyed, when the looping is done) * @param loops How often to loop (0 = infinite) * @return A new AudioStream, which offers the desired functionallity. */ AudioStream *makeLoopingAudioStream(RewindableAudioStream *stream, uint loops); /** * A seekable audio stream. Subclasses of this class implement an * interface for seeking. The seeking itself is not required to be * working while the stream is being played by Mixer! */ class SeekableAudioStream : public RewindableAudioStream { public: /** * Tries to load a file by trying all available formats. * In case of an error, the file handle will be closed, but deleting * it is still the responsibilty of the caller. * @param basename a filename without an extension * @return an SeekableAudioStream ready to use in case of success; * NULL in case of an error (e.g. invalid/nonexisting file) */ static SeekableAudioStream *openStreamFile(const Common::String &basename); /** * Seeks to a given offset in the stream. * * @param where offset in milliseconds * @return true on success, false on failure. */ bool seek(uint32 where) { return seek(Timestamp(where, getRate())); } /** * Seeks to a given offset in the stream. * * @param where offset as timestamp * @return true on success, false on failure. */ virtual bool seek(const Timestamp &where) = 0; /** * Returns the length of the stream. * * @return length as Timestamp. */ virtual Timestamp getLength() const = 0; virtual bool rewind() { return seek(0); } }; /** * Wrapper functionallity to efficiently create a stream, which might be looped * in a certain interval. * * This automatically starts the stream at time "start"! * * Note that this function does not return a LoopingAudioStream, because it does * not create one, when the loop count is "1". This allows to keep the runtime * overhead down, when the code does not require any functionallity only offered * by LoopingAudioStream. * * @param stream Stream to loop (will be automatically destroyed, when the looping is done) * @param start Starttime of the stream interval to be looped * @param end End of the stream interval to be looped (a zero time, means till end) * @param loops How often to loop (0 = infinite) * @return A new AudioStream, which offers the desired functionallity. */ AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops); /** * A SubSeekableAudioStream provides access to a SeekableAudioStream * just in the range [start, end). * The same caveats apply to SubSeekableAudioStream as do to SeekableAudioStream. * * Manipulating the parent stream directly /will/ mess up a substream. * * IMPORTANT: * Note for engine authors. This object is currently under inspection. In case * we need to revise the looping API we might drop this. So if you really need * something like this object, please drop a mail to LordHoto. */ class SubSeekableAudioStream : public SeekableAudioStream { public: /** * Creates a new SubSeekableAudioStream. * * @param parent parent stream object. * @param start Start time. * @param end End time. * @param disposeAfterUse Whether the parent stream object should be destroied on desctruction of the SubSeekableAudioStream. */ SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, bool disposeAfterUse = true); ~SubSeekableAudioStream(); int readBuffer(int16 *buffer, const int numSamples); bool isStereo() const { return _parent->isStereo(); } int getRate() const { return _parent->getRate(); } bool endOfData() const { return (_pos >= _length) || _parent->endOfStream(); } bool seek(const Timestamp &where); Timestamp getLength() const { return _length; } private: SeekableAudioStream *_parent; bool _disposeAfterUse; const Timestamp _start; Timestamp _pos, _length; }; /** * Factory function for a raw linear AudioStream, which will simply treat all * data in the buffer described by ptr and len as raw sample data in the * specified format. It will then simply pass this data directly to the mixer, * after converting it to the sample format used by the mixer (i.e. 16 bit * signed native endian). Optionally supports (infinite) looping of a portion * of the data. */ SeekableAudioStream *makeLinearInputStream(const byte *ptr, uint32 len, int rate, byte flags, uint loopStart, uint loopEnd); /** * Struct used to define the audio data to be played by a LinearDiskStream. */ struct LinearDiskStreamAudioBlock { int32 pos; ///< Position in stream of the block int32 len; ///< Length of the block (in samples) }; /** * Factory function for a Linear Disk Stream. This can stream linear (PCM) * audio from disk. The function takes an pointer to an array of * LinearDiskStreamAudioBlock which defines the start position and length of * each block of uncompressed audio in the stream. */ SeekableAudioStream *makeLinearDiskStream(Common::SeekableReadStream *stream, LinearDiskStreamAudioBlock *block, int numBlocks, int rate, byte flags, bool disposeStream, uint loopStart, uint loopEnd); class QueuingAudioStream : public Audio::AudioStream { public: /** * Queue an audio stream for playback. This stream will * play all queued streams, in the order they were queued. * If the disposeAfterUse is true, then the stream is * deleted after all data contained in it has been played. */ virtual void queueAudioStream(Audio::AudioStream *audStream, bool disposeAfterUse = true) = 0; /** * Queue a block of raw audio data for playback. This stream * will play all queued buffers, in the order they were * queued. After all data contained in them has been played, * the buffer will be delete[]'d (so make sure to allocate them * with new[], not with malloc). */ void queueBuffer(byte *data, uint32 size, byte flags) { AudioStream *stream = makeLinearInputStream(data, size, getRate(), flags, 0, 0); queueAudioStream(stream, true); } /** * Mark the stream as finished, that is, signal that no further data * will be appended to it. Only after this has been done can this * stream ever 'end'. */ virtual void finish() = 0; /** * Return the number of streams still queued for playback (including * the currently playing stream). */ virtual uint32 numQueuedStreams() const = 0; }; /** * Factory function for an QueuingAudioStream. */ QueuingAudioStream *makeQueuingAudioStream(int rate, bool stereo); /** * Calculates the sample, which the timestamp describes in a * AudioStream with the given framerate. * * @param where point in time * @param rate rate of the AudioStream * @return sample index */ uint32 calculateSampleOffset(const Timestamp &where, int rate); } // End of namespace Audio #endif