boo/lib/audiodev/AudioSubmix.hpp

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#ifndef BOO_AUDIOSUBMIX_HPP
#define BOO_AUDIOSUBMIX_HPP
#include "boo/audiodev/IAudioSubmix.hpp"
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#include "IAudioMix.hpp"
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#include <list>
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#include <vector>
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namespace boo
{
class BaseAudioVoiceEngine;
class AudioVoice;
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class AudioSubmix : public IAudioSubmix, public IAudioMix
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{
friend class BaseAudioVoiceEngine;
/* Mixer-engine relationships */
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BaseAudioVoiceEngine& m_root;
IAudioMix& m_parent;
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std::list<AudioSubmix*>::iterator m_parentIt;
bool m_bound = false;
void bindSubmix(std::list<AudioSubmix*>::iterator pIt)
{
m_bound = true;
m_parentIt = pIt;
}
/* Callback (effect source, optional) */
IAudioSubmixCallback* m_cb;
/* Audio sources */
std::list<AudioVoice*> m_activeVoices;
std::list<AudioSubmix*> m_activeSubmixes;
/* Output gains for each channel */
float m_gains[8];
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/* Temporary scratch buffers for accumulating submix audio */
std::vector<int16_t> m_scratch16;
std::vector<int32_t> m_scratch32;
std::vector<float> m_scratchFlt;
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void _pumpAndMixVoices(size_t frames, int16_t* dataOut);
void _pumpAndMixVoices(size_t frames, int32_t* dataOut);
void _pumpAndMixVoices(size_t frames, float* dataOut);
void _unbindFrom(std::list<AudioVoice*>::iterator it);
void _unbindFrom(std::list<AudioSubmix*>::iterator it);
public:
~AudioSubmix();
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AudioSubmix(BaseAudioVoiceEngine& root, IAudioMix& parent, IAudioSubmixCallback* cb);
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std::unique_ptr<IAudioVoice> allocateNewMonoVoice(double sampleRate,
IAudioVoiceCallback* cb,
bool dynamicPitch=false);
std::unique_ptr<IAudioVoice> allocateNewStereoVoice(double sampleRate,
IAudioVoiceCallback* cb,
bool dynamicPitch=false);
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std::unique_ptr<IAudioSubmix> allocateNewSubmix(IAudioSubmixCallback* cb=nullptr);
void setChannelGains(const float gains[8]);
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void unbindSubmix();
const AudioVoiceEngineMixInfo& mixInfo() const;
double getSampleRate() const;
SubmixFormat getSampleFormat() const;
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};
}
#endif // BOO_AUDIOSUBMIX_HPP