Loading...
Searching...
No Matches
BufferingAudioSource Class Reference

An AudioSource which takes another source as input, and buffers it using a thread. More...

#include <juce_BufferingAudioSource.h>

Inheritance diagram for BufferingAudioSource:

Public Member Functions

 BufferingAudioSource (PositionableAudioSource *source, TimeSliceThread &backgroundThread, bool deleteSourceWhenDeleted, int numberOfSamplesToBuffer, int numberOfChannels=2, bool prefillBufferOnPrepareToPlay=true)
 Creates a BufferingAudioSource.
 
 ~BufferingAudioSource () override
 Destructor.
 
void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override
 Implementation of the AudioSource method.
 
void releaseResources () override
 Implementation of the AudioSource method.
 
void getNextAudioBlock (const AudioSourceChannelInfo &) override
 Implementation of the AudioSource method.
 
void setNextReadPosition (int64 newPosition) override
 Implements the PositionableAudioSource method.
 
int64 getNextReadPosition () const override
 Implements the PositionableAudioSource method.
 
int64 getTotalLength () const override
 Implements the PositionableAudioSource method.
 
bool isLooping () const override
 Implements the PositionableAudioSource method.
 
bool waitForNextAudioBlockReady (const AudioSourceChannelInfo &info, uint32 timeout)
 A useful function to block until the next the buffer info can be filled.
 
- Public Member Functions inherited from PositionableAudioSource
 ~PositionableAudioSource () override=default
 Destructor.
 
virtual void setLooping (bool shouldLoop)
 Tells the source whether you'd like it to play in a loop.
 
- Public Member Functions inherited from AudioSource
virtual ~AudioSource ()=default
 Destructor.
 

Additional Inherited Members

- Protected Member Functions inherited from PositionableAudioSource
 PositionableAudioSource ()=default
 Creates the PositionableAudioSource.
 
- Protected Member Functions inherited from AudioSource
 AudioSource ()=default
 Creates an AudioSource.
 

Detailed Description

An AudioSource which takes another source as input, and buffers it using a thread.

Create this as a wrapper around another thread, and it will read-ahead with a background thread to smooth out playback. You can either create one of these directly, or use it indirectly using an AudioTransportSource.

See also
PositionableAudioSource, AudioTransportSource

Constructor & Destructor Documentation

◆ BufferingAudioSource()

BufferingAudioSource::BufferingAudioSource ( PositionableAudioSource * source,
TimeSliceThread & backgroundThread,
bool deleteSourceWhenDeleted,
int numberOfSamplesToBuffer,
int numberOfChannels = 2,
bool prefillBufferOnPrepareToPlay = true )

Creates a BufferingAudioSource.

Parameters
sourcethe input source to read from
backgroundThreada background thread that will be used for the background read-ahead. This object must not be deleted until after any BufferingAudioSources that are using it have been deleted!
deleteSourceWhenDeletedif true, then the input source object will be deleted when this object is deleted
numberOfSamplesToBufferthe size of buffer to use for reading ahead
numberOfChannelsthe number of channels that will be played
prefillBufferOnPrepareToPlayif true, then calling prepareToPlay on this object will block until the buffer has been filled

◆ ~BufferingAudioSource()

BufferingAudioSource::~BufferingAudioSource ( )
override

Destructor.

The input source may be deleted depending on whether the deleteSourceWhenDeleted flag was set in the constructor.

Member Function Documentation

◆ prepareToPlay()

void BufferingAudioSource::prepareToPlay ( int samplesPerBlockExpected,
double sampleRate )
overridevirtual

Implementation of the AudioSource method.

Implements AudioSource.

◆ releaseResources()

void BufferingAudioSource::releaseResources ( )
overridevirtual

Implementation of the AudioSource method.

Implements AudioSource.

◆ getNextAudioBlock()

void BufferingAudioSource::getNextAudioBlock ( const AudioSourceChannelInfo & )
overridevirtual

Implementation of the AudioSource method.

Implements AudioSource.

◆ setNextReadPosition()

void BufferingAudioSource::setNextReadPosition ( int64 newPosition)
overridevirtual

Implements the PositionableAudioSource method.

Implements PositionableAudioSource.

◆ getNextReadPosition()

int64 BufferingAudioSource::getNextReadPosition ( ) const
overridevirtual

Implements the PositionableAudioSource method.

Implements PositionableAudioSource.

◆ getTotalLength()

int64 BufferingAudioSource::getTotalLength ( ) const
overridevirtual

Implements the PositionableAudioSource method.

Implements PositionableAudioSource.

◆ isLooping()

bool BufferingAudioSource::isLooping ( ) const
overridevirtual

Implements the PositionableAudioSource method.

Implements PositionableAudioSource.

◆ waitForNextAudioBlockReady()

bool BufferingAudioSource::waitForNextAudioBlockReady ( const AudioSourceChannelInfo & info,
uint32 timeout )

A useful function to block until the next the buffer info can be filled.

This is useful for offline rendering.


The documentation for this class was generated from the following file:
linkedin facebook pinterest youtube rss twitter instagram facebook-blank rss-blank linkedin-blank pinterest youtube twitter instagram