1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
|
/* 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/scummsys.h"
#include "common/str.h"
#include "common/types.h"
#include "audio/timestamp.h"
namespace Audio {
/**
* 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 occurred (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 reseting 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 besides using
* a RewindableAudioStream to play a stream in a loop.
*/
class LoopingAudioStream : public AudioStream {
public:
/**
* Creates a looping audio stream object.
*
* Note that on creation of the LoopingAudioStream object
* the underlying stream will be rewound.
*
* @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, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~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;
DisposeAfterUse::Flag _disposeAfterUse;
uint _loops;
uint _completeIterations;
};
/**
* Wrapper functionality 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 functionality 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 functionality.
*/
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 responsibility 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 functionality 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 functionality 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 functionality.
*/
AudioStream *makeLoopingAudioStream(SeekableAudioStream *stream, Timestamp start, Timestamp end, uint loops);
/**
* A looping audio stream, which features looping of a nested part of the
* stream.
*
* NOTE:
* Currently this implementation stops after the nested loop finished
* playback.
*
* IMPORTANT:
* This might be merged with SubSeekableAudioStream for playback purposes.
* (After extending it to accept a start time).
*/
class SubLoopingAudioStream : public AudioStream {
public:
/**
* Constructor for a SubLoopingAudioStream.
*
* Note that on creation of the SubLoopingAudioStream object
* the underlying stream will be rewound.
*
* @param stream Stream to loop
* @param loops How often the stream should be looped (0 means infinite)
* @param loopStart Start of the loop (this must be smaller than loopEnd)
* @param loopEnd End of the loop (thus must be greater than loopStart)
* @param disposeAfterUse Whether the stream should be disposed, when the
* SubLoopingAudioStream is destroyed.
*/
SubLoopingAudioStream(SeekableAudioStream *stream, uint loops,
const Timestamp loopStart,
const Timestamp loopEnd,
DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~SubLoopingAudioStream();
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return _done; }
bool isStereo() const { return _parent->isStereo(); }
int getRate() const { return _parent->getRate(); }
private:
SeekableAudioStream *_parent;
DisposeAfterUse::Flag _disposeAfterUse;
uint _loops;
Timestamp _pos;
Timestamp _loopStart, _loopEnd;
bool _done;
};
/**
* 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.
*/
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 destroyed on destruction of the SubSeekableAudioStream.
*/
SubSeekableAudioStream(SeekableAudioStream *parent, const Timestamp start, const Timestamp end, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
~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;
DisposeAfterUse::Flag _disposeAfterUse;
const Timestamp _start;
const Timestamp _length;
Timestamp _pos;
};
class QueuingAudioStream : public Audio::AudioStream {
public:
/**
* Queue an audio stream for playback. This stream plays all queued
* streams, in the order they were queued. If disposeAfterUse is set to
* DisposeAfterUse::YES, then the queued stream is deleted after all data
* contained in it has been played.
*/
virtual void queueAudioStream(Audio::AudioStream *audStream,
DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES) = 0;
/**
* Queue a block of raw audio data for playback. This stream plays all
* queued block, in the order they were queued. If disposeAfterUse is set
* to DisposeAfterUse::YES, then the queued block is released using free()
* after all data contained in it has been played.
*
* @note Make sure to allocate the data block with malloc(), not with new[].
*
* @param data pointer to the audio data block
* @param size length of the audio data block
* @param disposeAfterUse if equal to DisposeAfterUse::YES, the block is released using free() after use.
* @param flags a bit-ORed combination of RawFlags describing the audio data format
*/
void queueBuffer(byte *data, uint32 size, DisposeAfterUse::Flag disposeAfterUse, byte flags);
/**
* Mark this stream as finished. That is, signal that no further data
* will be queued 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);
/**
* Converts a point in time to a precise sample offset
* with the given parameters.
*
* @param where Point in time.
* @param rate Rate of the stream.
* @param isStereo Is the stream a stereo stream?
*/
Timestamp convertTimeToStreamPos(const Timestamp &where, int rate, bool isStereo);
} // End of namespace Audio
#endif
|