/usr/include/libopenshot/AudioPlaybackThread.h is in libopenshot-dev 0.1.9+dfsg1-3build1.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 | /**
* @file
* @brief Source file for AudioPlaybackThread class
* @author Duzy Chan <code@duzy.info>
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* OpenShot Library (libopenshot) is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENSHOT_AUDIO_PLAYBACK_THREAD_H
#define OPENSHOT_AUDIO_PLAYBACK_THREAD_H
#include "../../include/ReaderBase.h"
#include "../../include/RendererBase.h"
#include "../../include/AudioReaderSource.h"
namespace openshot
{
using juce::Thread;
using juce::WaitableEvent;
struct SafeTimeSliceThread : TimeSliceThread
{
SafeTimeSliceThread(const String & s) : TimeSliceThread(s) {}
void run()
{
try {
TimeSliceThread::run();
} catch (const TooManySeeks & e) {
// ...
}
}
};
/**
* @brief Singleton wrapper for AudioDeviceManager (to prevent multiple instances).
*/
class AudioDeviceManagerSingleton {
private:
/// Default constructor (Don't allow user to create an instance of this singleton)
AudioDeviceManagerSingleton(){};
/// Private variable to keep track of singleton instance
static AudioDeviceManagerSingleton * m_pInstance;
public:
/// Create or get an instance of this singleton (invoke the class with this method)
static AudioDeviceManagerSingleton * Instance(int numChannels);
/// Public device manager property
AudioDeviceManager audioDeviceManager;
/// Close audio device
void CloseAudioDevice();
};
/**
* @brief The audio playback thread
*/
class AudioPlaybackThread : Thread
{
AudioSourcePlayer player;
AudioTransportSource transport;
MixerAudioSource mixer;
AudioReaderSource *source;
double sampleRate;
int numChannels;
WaitableEvent play;
WaitableEvent played;
int buffer_size;
bool is_playing;
SafeTimeSliceThread time_thread;
/// Constructor
AudioPlaybackThread();
/// Destructor
~AudioPlaybackThread();
/// Set the current thread's reader
void Reader(ReaderBase *reader);
/// Get the current frame object (which is filling the buffer)
std::shared_ptr<Frame> getFrame();
/// Get the current frame number being played
int64_t getCurrentFramePosition();
/// Play the audio
void Play();
/// Seek the audio thread
void Seek(int64_t new_position);
/// Stop the audio playback
void Stop();
/// Start thread
void run();
/// Set Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
void setSpeed(int new_speed) { if (source) source->setSpeed(new_speed); }
/// Get Speed (The speed and direction to playback a reader (1=normal, 2=fast, 3=faster, -1=rewind, etc...)
int getSpeed() const { if (source) return source->getSpeed(); else return 1; }
friend class PlayerPrivate;
friend class QtPlayer;
};
}
#endif // OPENSHOT_AUDIO_PLAYBACK_THREAD_H
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