2022-01-03 11:42:07 +08:00
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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2018-2020 HALX99.
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Copyright (c) 2021 Bytedance Inc.
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2022-01-04 12:36:20 +08:00
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https://adxeproject.github.io/
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2022-01-03 11:42:07 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#ifndef __AUDIO_ENGINE_IMPL_H_
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# define __AUDIO_ENGINE_IMPL_H_
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# include "platform/CCPlatformConfig.h"
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# include <unordered_map>
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# include <queue>
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# include "base/CCRef.h"
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# include "audio/AudioMacros.h"
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# include "audio/AudioCache.h"
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# include "audio/AudioPlayer.h"
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NS_CC_BEGIN
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class Scheduler;
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class CC_DLL AudioEngineImpl : public cocos2d::Ref
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{
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public:
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AudioEngineImpl();
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~AudioEngineImpl();
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bool init();
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AUDIO_ID play2d(std::string_view fileFullPath, bool loop, float volume);
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void setVolume(AUDIO_ID audioID, float volume);
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void setLoop(AUDIO_ID audioID, bool loop);
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bool pause(AUDIO_ID audioID);
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bool resume(AUDIO_ID audioID);
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void stop(AUDIO_ID audioID);
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void stopAll();
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float getDuration(AUDIO_ID audioID);
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float getCurrentTime(AUDIO_ID audioID);
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bool setCurrentTime(AUDIO_ID audioID, float time);
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void setFinishCallback(AUDIO_ID audioID, const std::function<void(AUDIO_ID, std::string_view)>& callback);
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void uncache(std::string_view filePath);
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void uncacheAll();
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AudioCache* preload(std::string_view filePath, std::function<void(bool)> callback);
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void update(float dt);
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private:
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// query players state per frame and dispatch finish callback if possible
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void _updatePlayers(bool forStop);
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void _play2d(AudioCache* cache, AUDIO_ID audioID);
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void _unscheduleUpdate();
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ALuint findValidSource();
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# if defined(__APPLE__)
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static ALvoid myAlSourceNotificationCallback(ALuint sid, ALuint notificationID, ALvoid* userData);
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# endif
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ALuint _alSources[MAX_AUDIOINSTANCES];
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// available sources
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std::queue<ALuint> _unusedSourcesPool;
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// filePath,bufferInfo
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hlookup::string_map<std::unique_ptr<AudioCache>> _audioCaches;
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// audioID,AudioInfo
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std::unordered_map<AUDIO_ID, AudioPlayer*> _audioPlayers;
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std::recursive_mutex _threadMutex;
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// finish callbacks
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std::vector<std::function<void()>> _finishCallbacks;
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bool _scheduled;
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AUDIO_ID _currentAudioID;
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Scheduler* _scheduler;
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};
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NS_CC_END
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#endif // __AUDIO_ENGINE_INL_H_
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