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JUCE/modules/juce_audio_utils/players/juce_SoundPlayer.h
2025-02-25 09:56:36 +00:00

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/*
==============================================================================
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
{
//==============================================================================
/**
A simple sound player that you can add to the AudioDeviceManager to play
simple sounds.
@see AudioProcessor, AudioProcessorGraph
@tags{Audio}
*/
class JUCE_API SoundPlayer : public AudioIODeviceCallback
{
public:
//==============================================================================
SoundPlayer();
/** Destructor. */
~SoundPlayer() override;
//==============================================================================
/** Plays a sound from a file. */
void play (const File& file);
/** Convenient method to play sound from a JUCE resource. */
void play (const void* resourceData, size_t resourceSize);
/** Plays the sound from an audio format reader.
If deleteWhenFinished is true then the format reader will be
automatically deleted once the sound has finished playing.
*/
void play (AudioFormatReader* buffer, bool deleteWhenFinished = false);
/** Plays the sound from a positionable audio source.
This will output the sound coming from a positionable audio source.
This gives you slightly more control over the sound playback compared
to the other playSound methods. For example, if you would like to
stop the sound prematurely you can call this method with a
AudioTransportSource and then call audioSource->stop. Note that,
you must call audioSource->start to start the playback, if your
audioSource is a AudioTransportSource.
The audio device manager will not hold any references to this audio
source once the audio source has stopped playing for any reason,
for example when the sound has finished playing or when you have
called audioSource->stop. Therefore, calling audioSource->start() on
a finished audioSource will not restart the sound again. If this is
desired simply call playSound with the same audioSource again.
@param audioSource the audio source to play
@param deleteWhenFinished If this is true then the audio source will
be deleted once the device manager has finished
playing.
@param sampleRateOfSource The sample rate of the source. If this is zero, JUCE
will assume that the sample rate is the same as the
audio output device.
*/
void play (PositionableAudioSource* audioSource, bool deleteWhenFinished = false,
double sampleRateOfSource = 0.0);
/** Plays the sound from an audio sample buffer.
This will output the sound contained in an audio sample buffer. If
deleteWhenFinished is true then the audio sample buffer will be
automatically deleted once the sound has finished playing.
If playOnAllOutputChannels is true, then if there are more output channels
than buffer channels, then the ones that are available will be re-used on
multiple outputs so that something is sent to all output channels. If it
is false, then the buffer will just be played on the first output channels.
*/
void play (AudioBuffer<float>* buffer,
bool deleteWhenFinished = false,
bool playOnAllOutputChannels = false);
/** Plays a beep through the current audio device.
This is here to allow the audio setup UI panels to easily include a "test"
button so that the user can check where the audio is coming from.
*/
void playTestSound();
//==============================================================================
/** @internal */
void audioDeviceIOCallbackWithContext (const float* const*, int, float* const*, int, int, const AudioIODeviceCallbackContext&) override;
/** @internal */
void audioDeviceAboutToStart (AudioIODevice*) override;
/** @internal */
void audioDeviceStopped() override;
/** @internal */
void audioDeviceError (const String& errorMessage) override;
private:
//==============================================================================
AudioFormatManager formatManager;
AudioSourcePlayer player;
MixerAudioSource mixer;
OwnedArray<AudioSource> sources;
//==============================================================================
double sampleRate;
int bufferSize;
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SoundPlayer)
};
} // namespace juce