/* ============================================================================== This file is part of the JUCE framework. Copyright (c) Raw Material Software Limited JUCE is an open source framework subject to commercial or open source licensing. By downloading, installing, or using the JUCE framework, or combining the JUCE framework with any other source code, object code, content or any other copyrightable work, you agree to the terms of the JUCE End User Licence Agreement, and all incorporated terms including the JUCE Privacy Policy and the JUCE Website Terms of Service, as applicable, which will bind you. If you do not agree to the terms of these agreements, we will not license the JUCE framework to you, and you must discontinue the installation or download process and cease use of the JUCE framework. JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/ JUCE Privacy Policy: https://juce.com/juce-privacy-policy JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/ Or: You may also use this code under the terms of the AGPLv3: https://www.gnu.org/licenses/agpl-3.0.en.html THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** An AudioSource which takes another source as input, and buffers it using a thread. Create this as a wrapper around another thread, and it will read-ahead with a background thread to smooth out playback. You can either create one of these directly, or use it indirectly using an AudioTransportSource. @see PositionableAudioSource, AudioTransportSource @tags{Audio} */ class JUCE_API BufferingAudioSource : public PositionableAudioSource, private TimeSliceClient { public: //============================================================================== /** Creates a BufferingAudioSource. @param source the input source to read from @param backgroundThread a background thread that will be used for the background read-ahead. This object must not be deleted until after any BufferingAudioSources that are using it have been deleted! @param deleteSourceWhenDeleted if true, then the input source object will be deleted when this object is deleted @param numberOfSamplesToBuffer the size of buffer to use for reading ahead @param numberOfChannels the number of channels that will be played @param prefillBufferOnPrepareToPlay if true, then calling prepareToPlay on this object will block until the buffer has been filled */ BufferingAudioSource (PositionableAudioSource* source, TimeSliceThread& backgroundThread, bool deleteSourceWhenDeleted, int numberOfSamplesToBuffer, int numberOfChannels = 2, bool prefillBufferOnPrepareToPlay = true); /** Destructor. The input source may be deleted depending on whether the deleteSourceWhenDeleted flag was set in the constructor. */ ~BufferingAudioSource() override; //============================================================================== /** Implementation of the AudioSource method. */ void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override; /** Implementation of the AudioSource method. */ void releaseResources() override; /** Implementation of the AudioSource method. */ void getNextAudioBlock (const AudioSourceChannelInfo&) override; //============================================================================== /** Implements the PositionableAudioSource method. */ void setNextReadPosition (int64 newPosition) override; /** Implements the PositionableAudioSource method. */ int64 getNextReadPosition() const override; /** Implements the PositionableAudioSource method. */ int64 getTotalLength() const override { return source->getTotalLength(); } /** Implements the PositionableAudioSource method. */ bool isLooping() const override { return source->isLooping(); } /** A useful function to block until the next the buffer info can be filled. This is useful for offline rendering. */ bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, uint32 timeout); private: //============================================================================== Range getValidBufferRange (int numSamples) const; bool readNextBufferChunk(); void readBufferSection (int64 start, int length, int bufferOffset); int useTimeSlice() override; //============================================================================== OptionalScopedPointer source; TimeSliceThread& backgroundThread; int numberOfSamplesToBuffer, numberOfChannels; AudioBuffer buffer; CriticalSection callbackLock, bufferRangeLock; WaitableEvent bufferReadyEvent; int64 bufferValidStart = 0, bufferValidEnd = 0; std::atomic nextPlayPos { 0 }; double sampleRate = 0; bool wasSourceLooping = false, isPrepared = false; const bool prefillBuffer; //============================================================================== JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (BufferingAudioSource) }; } // namespace juce