axmol/core/audio/AudioEngineImpl.h

100 lines
3.5 KiB
C++

/****************************************************************************
Copyright (c) 2014-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#ifndef __AUDIO_ENGINE_IMPL_H_
# define __AUDIO_ENGINE_IMPL_H_
# include "platform/PlatformConfig.h"
# include <unordered_map>
# include <queue>
# include "base/Object.h"
# include "audio/AudioMacros.h"
# include "audio/AudioCache.h"
# include "audio/AudioPlayer.h"
NS_AX_BEGIN
class Scheduler;
class AX_DLL AudioEngineImpl : public ax::Object
{
public:
AudioEngineImpl();
~AudioEngineImpl();
bool init();
AUDIO_ID play2d(std::string_view fileFullPath, bool loop, float volume, float time);
void setVolume(AUDIO_ID audioID, float volume);
void setLoop(AUDIO_ID audioID, bool loop);
bool pause(AUDIO_ID audioID);
bool resume(AUDIO_ID audioID);
void stop(AUDIO_ID audioID);
void stopAll();
float getDuration(AUDIO_ID audioID);
float getCurrentTime(AUDIO_ID audioID);
bool setCurrentTime(AUDIO_ID audioID, float time);
void setFinishCallback(AUDIO_ID audioID, const std::function<void(AUDIO_ID, std::string_view)>& callback);
void uncache(std::string_view filePath);
void uncacheAll();
AudioCache* preload(std::string_view filePath, std::function<void(bool)> callback);
void update(float dt);
private:
// query players state per frame and dispatch finish callback if possible
void _updatePlayers(bool forStop);
void _play2d(AudioCache* cache, AUDIO_ID audioID);
void _unscheduleUpdate();
ALuint findValidSource();
#if defined(__APPLE__) && !AX_USE_ALSOFT
static ALvoid myAlSourceNotificationCallback(ALuint sid, ALuint notificationID, ALvoid* userData);
#endif
ALuint _alSources[MAX_AUDIOINSTANCES];
// available sources
std::queue<ALuint> _unusedSourcesPool;
// filePath,bufferInfo
hlookup::string_map<std::unique_ptr<AudioCache>> _audioCaches;
// audioID,AudioInfo
std::unordered_map<AUDIO_ID, AudioPlayer*> _audioPlayers;
std::recursive_mutex _threadMutex;
// finish callbacks
std::vector<std::function<void()>> _finishCallbacks;
bool _scheduled;
AUDIO_ID _currentAudioID;
Scheduler* _scheduler;
};
NS_AX_END
#endif // __AUDIO_ENGINE_INL_H_