75 lines
2.0 KiB
C++
75 lines
2.0 KiB
C++
#ifndef SAMPLEBUFFER_H
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#define SAMPLEBUFFER_H
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#include <memory>
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#include "common/constructors.h"
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#include "render/audioparams.h"
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class SampleBuffer;
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using SampleBufferPtr = std::shared_ptr<SampleBuffer>;
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/**
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* @brief A buffer of audio samples
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*
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* Audio samples in this structure are always stored in PLANAR (separated by channel). This is done to simplify audio
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* rendering code. This replaces the old system of using QByteArrays (containing packed audio) and while SampleBuffer
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* replaces many of those in the rendering/processing side of things, QByteArrays are currently still in use for
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* playback, including reading to and from the cache.
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*/
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class SampleBuffer
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{
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public:
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SampleBuffer();
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virtual ~SampleBuffer();
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static SampleBufferPtr Create();
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static SampleBufferPtr CreateAllocated(const AudioRenderingParams& audio_params, int samples_per_channel);
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static SampleBufferPtr CreateFromPackedData(const AudioRenderingParams& audio_params, const QByteArray& bytes);
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DISABLE_COPY_MOVE(SampleBuffer)
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const AudioRenderingParams& audio_params() const;
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void set_audio_params(const AudioRenderingParams& params);
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const int &sample_count_per_channel() const;
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void set_sample_count_per_channel(const int &sample_count_per_channel);
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float** data();
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const float** const_data() const;
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float* channel_data(int channel);
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float* sample_data(int index);
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bool is_allocated() const;
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void allocate();
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void destroy();
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void reverse();
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void speed(double speed);
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void fill(const float& f);
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void fill(const float& f, int start_sample, int end_sample);
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void set(const float** data, int sample_offset, int sample_length);
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void set(const float** data, int sample_length);
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QByteArray toPackedData() const;
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private:
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static void allocate_sample_buffer(float*** data, int nb_channels, int nb_samples);
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static void destroy_sample_buffer(float*** data, int nb_channels);
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AudioRenderingParams audio_params_;
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int sample_count_per_channel_;
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float** data_;
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};
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Q_DECLARE_METATYPE(SampleBufferPtr)
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#endif // SAMPLEBUFFER_H
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