/[svn]/linuxsampler/trunk/src/audiodriver/AudioOutputDevice.h
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Contents of /linuxsampler/trunk/src/audiodriver/AudioOutputDevice.h

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Tue Apr 27 09:21:58 2004 UTC (19 years, 11 months ago) by schoenebeck
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updated copyright header for 2004

1 /***************************************************************************
2 * *
3 * LinuxSampler - modular, streaming capable sampler *
4 * *
5 * Copyright (C) 2003, 2004 by Benno Senoner and Christian Schoenebeck *
6 * *
7 * This program is free software; you can redistribute it and/or modify *
8 * it under the terms of the GNU General Public License as published by *
9 * the Free Software Foundation; either version 2 of the License, or *
10 * (at your option) any later version. *
11 * *
12 * This program is distributed in the hope that it will be useful, *
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
15 * GNU General Public License for more details. *
16 * *
17 * You should have received a copy of the GNU General Public License *
18 * along with this program; if not, write to the Free Software *
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, *
20 * MA 02111-1307 USA *
21 ***************************************************************************/
22
23 #ifndef __LS_AUDIOOUTPUTDEVICE_H__
24 #define __LS_AUDIOOUTPUTDEVICE_H__
25
26 #include <set>
27 #include <vector>
28 #include <stdexcept>
29
30 #include "../common/global.h"
31 #include "../common/LinuxSamplerException.h"
32 #include "../engines/common/Engine.h"
33 #include "AudioChannel.h"
34
35 namespace LinuxSampler {
36
37 // just symbol prototyping
38 class Engine;
39
40 /** Abstract base class for audio output drivers in LinuxSampler
41 *
42 * This class will be derived by specialized classes which implement the
43 * connection to a specific audio output system (e.g. Alsa, Jack,
44 * CoreAudio).
45 */
46 class AudioOutputDevice {
47 public:
48
49 /////////////////////////////////////////////////////////////////
50 // abstract methods
51 // (these have to be implemented by the descendant)
52
53 /**
54 * Start playback of audio signal on the audio device. It's the
55 * responsibility of the implementing audio device to call the
56 * RenderAudio(uint Samples) method of all connected engines.
57 * This will cause the engines to continue to render 'Samples'
58 * number of audio sample points and the engines will
59 * automatically add their audio signals to the audio buffers of
60 * the audio channels of this audio device. So the implementing
61 * audio device just has to access the buffers of it's audio
62 * channels.
63 *
64 * @throws AudioOutputException if playback can not be started
65 * @see AudioChannel
66 */
67 virtual void Play() = 0;
68
69 /**
70 * Returns true if the audio device is currently playing back.
71 */
72 virtual bool IsPlaying() = 0;
73
74 /**
75 * Stop playback of audio signal on the audio device. The
76 * implementing audio device will stop calling the RenderAudio()
77 * method of all connected engines and close it's connection to
78 * audio output system.
79 */
80 virtual void Stop() = 0;
81
82 /**
83 * This method will usually be called by the sampler engines that
84 * are connected to this audio device to inform the audio device
85 * how much audio channels the engine(s) need. It's the
86 * responsibility of the audio device to offer that amount of
87 * audio channels - again: this is not an option this is a must!
88 * The engines will assume to be able to access those audio
89 * channels right after. If the audio driver is not able to offer
90 * that much channels, it can simply create mix channels which
91 * are then just mixed to the 'real' audio channels. See
92 * AudioChannel.h for details about channels and mix channels.
93 *
94 * @param Channels - amount of output channels required by
95 * a sampler engine
96 * @throws AudioOutputException if desired amount of channels
97 * cannot be offered
98 * @see AudioChannel
99 */
100 virtual void AcquireChannels(uint Channels) = 0;
101
102 /**
103 * Maximum amount of sample points the implementing audio
104 * device will ever demand the sampler engines to write in one
105 * fragment cycle / period. Simple audio device drivers usually
106 * have a fixed fragment size, so those devices just would return
107 * the fragment size in this method.
108 *
109 * @returns max. amount of sample points ever
110 */
111 virtual uint MaxSamplesPerCycle() = 0;
112
113 /**
114 * Playback samplerate the audio device uses. The sampler engines
115 * currently assume this to be a constant value for the whole
116 * life time of an instance of the implementing audio device.
117 *
118 * @returns sample rate in Hz
119 */
120 virtual uint SampleRate() = 0;
121
122
123
124 /////////////////////////////////////////////////////////////////
125 // normal methods
126 // (usually not to be overriden by descendant)
127
128 /**
129 * Connect given sampler engine to this audio output device. The
130 * engine will be added to the Engines container of this audio
131 * device and the engine will also automatically be informed
132 * about the connection.
133 *
134 * @param pEngine - sampler engine
135 */
136 void Connect(Engine* pEngine);
137
138 /**
139 * Disconnect given sampler engine from this audio output device.
140 * Removes given sampler engine reference from the Engines
141 * container of this audio device.
142 *
143 * @param pEngine - sampler engine
144 */
145 void Disconnect(Engine* pEngine);
146
147 /**
148 * Returns audio channel with index \a ChannelIndex or NULL if
149 * index out of bounds.
150 */
151 AudioChannel* Channel(uint ChannelIndex);
152
153 protected:
154 std::set<Engine*> Engines; ///< All sampler engines that are connected to the audio output device.
155 std::vector<AudioChannel*> Channels; ///< All audio channels of the audio output device. This is just a container; the descendant has to create channels by himself.
156
157 /**
158 * This method should be called by the AudioOutputDevice
159 * descendant to let all connected engines proceed to render the
160 * given amount of sample points. The engines will place their
161 * calculated audio data by themselfes into the buffers of the
162 * respective AudioChannel objects, so the implementing audio
163 * output device just has to copy the AudioChannel buffers to
164 * the output buffer(s) of its audio system.
165 *
166 * @returns 0 on success or the last error return code of one
167 * engine
168 */
169 int RenderAudio(uint Samples);
170
171 /**
172 * This can be called as an alternative to RenderAudio() for
173 * just writing silence to the audio output buffers and not
174 * calling the connected sampler engines for rendering audio, so
175 * to provide a method to stop playback if the used audio output
176 * system doesn't provide a better way.
177 *
178 * @returns 0 on success
179 */
180 int RenderSilence(uint Samples);
181 };
182
183 /**
184 * Audio output exception that should be thrown by the AudioOutputDevice
185 * descendants in case initialization of the audio output system failed
186 * (which should be done in the constructor of the AudioOutputDevice
187 * descendant).
188 */
189 class AudioOutputException : public LinuxSamplerException {
190 public:
191 AudioOutputException(const std::string& msg) : LinuxSamplerException(msg) {}
192 };
193 }
194
195 #endif // __LS_AUDIOOUTPUTDEVICE_H__

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