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SoundPlayer: Start working on a GUI sound player application

This can play anything that AWavLoader can load (so obviously only WAV
files at the moment.)

It works by having a timer that wakes up every 100ms and tries to send
a sample buffer to the AudioServer. If our server-side queue is full
then we wait until the next timer iteration and try again.

We display the most recently enqueued sample buffer in a nice little
widget that just plots the samples in green-on-black. :^)
This commit is contained in:
Andreas Kling 2019-09-04 20:18:41 +02:00
parent 6693e56603
commit 1188a036e9
6 changed files with 148 additions and 0 deletions

View file

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#include "SampleWidget.h"
#include <LibAudio/ABuffer.h>
#include <LibGUI/GPainter.h>
SampleWidget::SampleWidget(GWidget* parent)
: GFrame(parent)
{
set_frame_shape(FrameShape::Container);
set_frame_shadow(FrameShadow::Sunken);
set_frame_thickness(2);
}
SampleWidget::~SampleWidget()
{
}
void SampleWidget::paint_event(GPaintEvent& event)
{
GFrame::paint_event(event);
GPainter painter(*this);
painter.add_clip_rect(event.rect());
painter.fill_rect(frame_inner_rect(), Color::Black);
if (!m_buffer)
return;
// FIXME: Right now we only display as many samples from the buffer as we can fit
// in the frame_inner_rect(). Maybe scale the samples or something?
int samples_to_draw = min(m_buffer->sample_count(), frame_inner_rect().width());
for (int x = 0; x < samples_to_draw; ++x) {
// FIXME: This might look nicer if drawn as lines.
auto& sample = m_buffer->samples()[x];
Point p = { x, frame_inner_rect().center().y() + (int)(sample.left * frame_inner_rect().height()) };
painter.set_pixel(p, Color::Green);
}
}
void SampleWidget::set_buffer(ABuffer* buffer)
{
if (m_buffer == buffer)
return;
m_buffer = buffer;
update();
}