mirror of https://github.com/axmolengine/axmol.git
93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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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#include "platform/CCPlatformConfig.h"
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
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#ifndef __AUDIO_PLAYER_H_
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#define __AUDIO_PLAYER_H_
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#include <string>
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#include <condition_variable>
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#include <thread>
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#ifdef OPENAL_PLAIN_INCLUDES
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#include <al.h>
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#else
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#include <AL/al.h>
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#endif
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#include "CCPlatformMacros.h"
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#include "AudioCache.h"
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NS_CC_BEGIN
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namespace experimental{
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class AudioCache;
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class AudioEngineImpl;
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class CC_DLL AudioPlayer
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{
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public:
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AudioPlayer();
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AudioPlayer(const AudioPlayer&);
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~AudioPlayer();
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//queue buffer related stuff
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bool setTime(float time);
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float getTime() { return _currTime;}
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bool setLoop(bool loop);
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void notifyExitThread();
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protected:
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void rotateBufferThread(int offsetFrame);
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bool play2d(AudioCache* cache);
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AudioCache* _audioCache;
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float _volume;
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bool _loop;
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std::function<void (int, const std::string &)> _finishCallbak;
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bool _ready;
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ALuint _alSource;
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//play by circular buffer
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float _currTime;
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bool _timeDirty;
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bool _streamingSource;
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ALuint _bufferIds[QUEUEBUFFER_NUM];
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std::thread _rotateBufferThread;
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std::mutex _sleepMutex;
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std::condition_variable _sleepCondition;
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bool _exitThread;
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bool _readForRemove;
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friend class AudioEngineImpl;
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};
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}
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NS_CC_END
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#endif // __AUDIO_PLAYER_H_
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#endif //CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
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