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

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Revision 1607 - (show annotations) (download) (as text)
Mon Dec 31 19:03:31 2007 UTC (16 years, 3 months ago) by schoenebeck
File MIME type: text/x-c++hdr
File size: 13381 byte(s)
* bugfix: the SAMPLERATE parameter of some drivers (e.g. JACK)
  reflected the wrong value

1 /***************************************************************************
2 * *
3 * LinuxSampler - modular, streaming capable sampler *
4 * *
5 * Copyright (C) 2003, 2004 by Benno Senoner and Christian Schoenebeck *
6 * Copyright (C) 2005 - 2007 Christian Schoenebeck *
7 * *
8 * This program is free software; you can redistribute it and/or modify *
9 * it under the terms of the GNU General Public License as published by *
10 * the Free Software Foundation; either version 2 of the License, or *
11 * (at your option) any later version. *
12 * *
13 * This program is distributed in the hope that it will be useful, *
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
16 * GNU General Public License for more details. *
17 * *
18 * You should have received a copy of the GNU General Public License *
19 * along with this program; if not, write to the Free Software *
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, *
21 * MA 02111-1307 USA *
22 ***************************************************************************/
23
24 #ifndef __LS_AUDIOOUTPUTDEVICE_H__
25 #define __LS_AUDIOOUTPUTDEVICE_H__
26
27 #include <set>
28 #include <map>
29 #include <vector>
30 #include <stdexcept>
31
32 #include "../../common/global.h"
33 #include "../../common/Exception.h"
34 #include "../Device.h"
35 #include "../DeviceParameter.h"
36 #include "../../engines/Engine.h"
37 #include "AudioChannel.h"
38 #include "../../common/SynchronizedConfig.h"
39
40 namespace LinuxSampler {
41
42 // just symbol prototyping
43 class Engine;
44
45 /** Abstract base class for audio output drivers in LinuxSampler
46 *
47 * This class will be derived by specialized classes which implement the
48 * connection to a specific audio output system (e.g. Alsa, Jack,
49 * CoreAudio).
50 */
51 class AudioOutputDevice : public Device {
52 public:
53
54 /////////////////////////////////////////////////////////////////
55 // Device parameters
56
57 /** Device Parameter 'ACTIVE'
58 *
59 * Used to activate / deactivate the audio output device.
60 */
61 class ParameterActive : public DeviceCreationParameterBool {
62 public:
63 ParameterActive();
64 ParameterActive(String s);
65 virtual String Description();
66 virtual bool Fix();
67 virtual bool Mandatory();
68 virtual std::map<String,DeviceCreationParameter*> DependsAsParameters();
69 virtual optional<bool> DefaultAsBool(std::map<String,String> Parameters);
70 virtual void OnSetValue(bool b) throw (Exception);
71 static String Name();
72 };
73
74 /** Device Parameter 'SAMPLERATE'
75 *
76 * Used to set the sample rate of the audio output device.
77 */
78 class ParameterSampleRate : public DeviceCreationParameterInt {
79 public:
80 ParameterSampleRate();
81 ParameterSampleRate(String s);
82 virtual String Description();
83 virtual bool Fix();
84 virtual bool Mandatory();
85 virtual std::map<String,DeviceCreationParameter*> DependsAsParameters();
86 virtual optional<int> DefaultAsInt(std::map<String,String> Parameters);
87 virtual optional<int> RangeMinAsInt(std::map<String,String> Parameters);
88 virtual optional<int> RangeMaxAsInt(std::map<String,String> Parameters);
89 virtual std::vector<int> PossibilitiesAsInt(std::map<String,String> Parameters);
90 virtual int ValueAsInt();
91 virtual void OnSetValue(int i) throw (Exception);
92 static String Name();
93 };
94
95 /** Device Parameters 'CHANNELS'
96 *
97 * Used to increase / decrease the number of audio channels of
98 * audio output device.
99 */
100 class ParameterChannels : public DeviceCreationParameterInt {
101 public:
102 ParameterChannels();
103 ParameterChannels(String s);
104 virtual String Description();
105 virtual bool Fix();
106 virtual bool Mandatory();
107 virtual std::map<String,DeviceCreationParameter*> DependsAsParameters();
108 virtual optional<int> DefaultAsInt(std::map<String,String> Parameters);
109 virtual optional<int> RangeMinAsInt(std::map<String,String> Parameters);
110 virtual optional<int> RangeMaxAsInt(std::map<String,String> Parameters);
111 virtual std::vector<int> PossibilitiesAsInt(std::map<String,String> Parameters);
112 virtual void OnSetValue(int i) throw (Exception);
113 static String Name();
114 };
115
116
117
118 /////////////////////////////////////////////////////////////////
119 // abstract methods
120 // (these have to be implemented by the descendant)
121
122 /**
123 * Start playback of audio signal on the audio device. It's the
124 * responsibility of the implementing audio device to call the
125 * RenderAudio(uint Samples) method of all connected engines.
126 * This will cause the engines to continue to render 'Samples'
127 * number of audio sample points and the engines will
128 * automatically add their audio signals to the audio buffers of
129 * the audio channels of this audio device. So the implementing
130 * audio device just has to access the buffers of it's audio
131 * channels.
132 *
133 * @throws AudioOutputException if playback can not be started
134 * @see AudioChannel
135 */
136 virtual void Play() = 0;
137
138 /**
139 * Returns true if the audio device is currently playing back.
140 */
141 virtual bool IsPlaying() = 0;
142
143 /**
144 * Stop playback of audio signal on the audio device. The
145 * implementing audio device will stop calling the RenderAudio()
146 * method of all connected engines and close it's connection to
147 * audio output system.
148 */
149 virtual void Stop() = 0;
150
151 /**
152 * Maximum amount of sample points the implementing audio
153 * device will ever demand the sampler engines to write in one
154 * fragment cycle / period. Simple audio device drivers usually
155 * have a fixed fragment size, so those devices just would return
156 * the fragment size in this method.
157 *
158 * @returns max. amount of sample points ever
159 */
160 virtual uint MaxSamplesPerCycle() = 0;
161
162 /**
163 * Playback samplerate the audio device uses. The sampler engines
164 * currently assume this to be a constant value for the whole
165 * life time of an instance of the implementing audio device.
166 *
167 * @returns sample rate in Hz
168 */
169 virtual uint SampleRate() = 0;
170
171 /**
172 * Return the audio output device driver name.
173 */
174 virtual String Driver() = 0;
175
176 /**
177 * Create new audio channel. This will be called by
178 * AcquireChannels(). Each driver must implement it.
179 */
180 virtual AudioChannel* CreateChannel(uint ChannelNr) = 0;
181
182
183
184 /////////////////////////////////////////////////////////////////
185 // normal methods
186 // (usually not to be overriden by descendant)
187
188 /**
189 * Connect given sampler engine to this audio output device. The
190 * engine will be added to the Engines container of this audio
191 * device and the engine will also automatically be informed
192 * about the connection.
193 *
194 * @param pEngine - sampler engine
195 */
196 void Connect(Engine* pEngine);
197
198 /**
199 * Disconnect given sampler engine from this audio output device.
200 * Removes given sampler engine reference from the Engines
201 * container of this audio device.
202 *
203 * @param pEngine - sampler engine
204 */
205 void Disconnect(Engine* pEngine);
206
207 /**
208 * Returns audio channel with index \a ChannelIndex or NULL if
209 * index out of bounds.
210 */
211 AudioChannel* Channel(uint ChannelIndex);
212
213 /**
214 * This method will usually be called by the sampler engines that
215 * are connected to this audio device to inform the audio device
216 * how much audio channels the engine(s) need. It's the
217 * responsibility of the audio device to offer that amount of
218 * audio channels - again: this is not an option this is a must!
219 * The engines will assume to be able to access those audio
220 * channels right after. If the audio driver is not able to offer
221 * that much channels, it can simply create mix channels which
222 * are then just mixed to the 'real' audio channels. See
223 * AudioChannel.h for details about channels and mix channels.
224 *
225 * @param Channels - amount of output channels required by
226 * a sampler engine
227 * @throws AudioOutputException if desired amount of channels
228 * cannot be offered
229 * @see AudioChannel
230 */
231 void AcquireChannels(uint Channels);
232
233 /**
234 * Returns the amount of audio channels (including the so called
235 * "mix channels") the device is currently providing.
236 */
237 uint ChannelCount();
238
239 /**
240 * Returns all device parameter settings.
241 */
242 std::map<String,DeviceCreationParameter*> DeviceParameters();
243
244 protected:
245 SynchronizedConfig<std::set<Engine*> > Engines; ///< All sampler engines that are connected to the audio output device.
246 SynchronizedConfig<std::set<Engine*> >::Reader EnginesReader; ///< Audio thread access to Engines.
247 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.
248 std::map<String,DeviceCreationParameter*> Parameters; ///< All device parameters.
249
250 AudioOutputDevice(std::map<String,DeviceCreationParameter*> DriverParameters);
251
252 virtual ~AudioOutputDevice();
253
254 /**
255 * This method should be called by the AudioOutputDevice
256 * descendant to let all connected engines proceed to render the
257 * given amount of sample points. The engines will place their
258 * calculated audio data by themselfes into the buffers of the
259 * respective AudioChannel objects, so the implementing audio
260 * output device just has to copy the AudioChannel buffers to
261 * the output buffer(s) of its audio system.
262 *
263 * @returns 0 on success or the last error return code of one
264 * engine
265 */
266 int RenderAudio(uint Samples);
267
268 /**
269 * This can be called as an alternative to RenderAudio() for
270 * just writing silence to the audio output buffers and not
271 * calling the connected sampler engines for rendering audio, so
272 * to provide a method to stop playback if the used audio output
273 * system doesn't provide a better way.
274 *
275 * @returns 0 on success
276 */
277 int RenderSilence(uint Samples);
278
279 friend class Sampler; // allow Sampler class to destroy audio devices
280
281 };
282
283 /**
284 * Audio output exception that should be thrown by the AudioOutputDevice
285 * descendants in case initialization of the audio output system failed
286 * (which should be done in the constructor of the AudioOutputDevice
287 * descendant).
288 */
289 class AudioOutputException : public Exception {
290 public:
291 AudioOutputException(const std::string& msg) : Exception(msg) {}
292 };
293 }
294
295 #endif // __LS_AUDIOOUTPUTDEVICE_H__

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