Aegisub/aegisub/audio_player_pulse.h

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// Copyright (c) 2007, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:jiifurusu@gmail.com
//
#ifdef WITH_PULSEAUDIO
///////////
// Headers
#include <wx/wxprec.h>
#include <stdio.h>
#include "include/aegisub/audio_player.h"
#include "include/aegisub/audio_provider.h"
#include "utils.h"
#include "options.h"
#include <pulse/pulseaudio.h>
//////////////
// Prototypes
class PulseAudioPlayer;
//////////////////////
// Pulse Audio player
class PulseAudioPlayer : public AudioPlayer {
private:
float volume;
bool open;
bool is_playing;
// Audio data info
volatile unsigned long start_frame;
volatile unsigned long cur_frame;
volatile unsigned long end_frame;
unsigned long bpf; // bytes per frame
// Used for synchronising with async events
wxSemaphore context_notify;
wxSemaphore context_success;
volatile int context_success_val;
wxSemaphore stream_notify;
wxSemaphore stream_success;
volatile int stream_success_val;
// PulseAudio data
pa_threaded_mainloop *mainloop; // pulseaudio mainloop handle
pa_context *context; // connection context
volatile pa_context_state_t cstate;
pa_stream *stream;
volatile pa_stream_state_t sstate;
volatile pa_usec_t play_start_time; // timestamp when playback was started
int paerror;
// Called by PA to notify about contetxt operation completion
static void pa_context_success(pa_context *c, int success, PulseAudioPlayer *thread);
// Called by PA to notify about other context-related stuff
static void pa_context_notify(pa_context *c, PulseAudioPlayer *thread);
// Called by PA when a stream operation completes
static void pa_stream_success(pa_stream *p, int success, PulseAudioPlayer *thread);
// Called by PA to request more data written to stream
static void pa_stream_write(pa_stream *p, size_t length, PulseAudioPlayer *thread);
// Called by PA to notify about other stream-related stuff
static void pa_stream_notify(pa_stream *p, PulseAudioPlayer *thread);
public:
PulseAudioPlayer();
~PulseAudioPlayer();
void OpenStream();
void CloseStream();
void Play(int64_t start,int64_t count);
void Stop(bool timerToo=true);
bool IsPlaying();
int64_t GetStartPosition();
int64_t GetEndPosition();
int64_t GetCurrentPosition();
void SetEndPosition(int64_t pos);
void SetCurrentPosition(int64_t pos);
void SetVolume(double vol) { volume = vol; }
double GetVolume() { return volume; }
};
///////////
// Factory
class PulseAudioPlayerFactory : public AudioPlayerFactory {
public:
AudioPlayer *CreatePlayer() { return new PulseAudioPlayer(); }
};
#endif