Urho3D/Source/Engine/Audio/BufferedSoundStream.h

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//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "ArrayPtr.h"
#include "List.h"
#include "Mutex.h"
#include "Pair.h"
#include "SoundStream.h"
namespace Urho3D
{
/// %Sound stream that supports manual buffering of data from the main thread.
class URHO3D_API BufferedSoundStream : public SoundStream
{
public:
/// Construct.
BufferedSoundStream();
/// Destruct.
~BufferedSoundStream();
/// Produce sound data into destination. Return number of bytes produced. Called by SoundSource from the mixing thread.
virtual unsigned GetData(signed char* dest, unsigned numBytes);
/// Buffer sound data. Makes a copy of it.
void AddData(void* data, unsigned numBytes);
/// Buffer sound data by taking ownership of it.
void AddData(SharedArrayPtr<signed char> data, unsigned numBytes);
/// Buffer sound data by taking ownership of it.
void AddData(SharedArrayPtr<signed short> data, unsigned numBytes);
/// Remove all buffered audio data.
void Clear();
/// Return amount of buffered (unplayed) sound data in bytes.
unsigned GetBufferNumBytes() const;
/// Return length of buffered (unplayed) sound data in seconds.
float GetBufferLength() const;
private:
/// Buffers and their sizes.
List<Pair<SharedArrayPtr<signed char>, unsigned> > buffers_;
/// Byte position in the frontmost buffer.
unsigned position_;
/// Mutex for buffer data.
mutable Mutex bufferMutex_;
};
}