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serenity/Userland/Applications/SoundPlayer/Player.h
kleines Filmröllchen 152ec28da0 Audio: Change how volume works
Across the entire audio system, audio now works in 0-1 terms instead of
0-100 as before. Therefore, volume is now a double instead of an int.
The master volume of the AudioServer changes smoothly through a
FadingProperty, preventing clicks. Finally, volume computations are done
with logarithmic scaling, which is more natural for the human ear.

Note that this could be 4-5 different commits, but as they change each
other's code all the time, it makes no sense to split them up.
2021-09-12 23:38:57 +02:00

71 lines
2.4 KiB
C++

/*
* Copyright (c) 2021, Cesar Torres <shortanemoia@protonmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "PlaybackManager.h"
#include "PlaylistWidget.h"
#include "VisualizationBase.h"
#include <AK/RefPtr.h>
struct PlayerState {
bool is_paused;
bool is_stopped;
bool has_loaded_file;
bool is_looping_file;
bool is_looping_playlist;
int loaded_file_samplerate;
double volume;
Audio::ClientConnection& connection;
PlaybackManager& manager;
String loaded_filename;
};
class Player {
public:
explicit Player(PlayerState& state)
: m_player_state(state) {};
virtual void open_file(StringView path) = 0;
virtual void play() = 0;
PlayerState& get_player_state() { return m_player_state; }
bool is_stopped() const { return m_player_state.is_stopped; }
bool is_paused() const { return m_player_state.is_paused; }
bool has_loaded_file() const { return m_player_state.has_loaded_file; }
double volume() const { return m_player_state.volume; }
bool looping() const { return m_player_state.is_looping_file; }
bool looping_playlist() const { return m_player_state.is_looping_playlist; }
const String& loaded_filename() { return m_player_state.loaded_filename; }
int loaded_file_samplerate() { return m_player_state.loaded_file_samplerate; }
virtual void set_stopped(bool stopped) { m_player_state.is_stopped = stopped; }
virtual void set_paused(bool paused) { m_player_state.is_paused = paused; }
virtual void set_has_loaded_file(bool loaded) { m_player_state.has_loaded_file = loaded; }
virtual void set_volume(double volume)
{
m_player_state.volume = volume;
client_connection().set_self_volume(volume);
}
virtual void set_loaded_file_samplerate(int samplerate) { m_player_state.loaded_file_samplerate = samplerate; }
virtual void set_looping_file(bool loop)
{
m_player_state.is_looping_file = loop;
}
virtual void set_looping_playlist(bool loop)
{
m_player_state.is_looping_playlist = loop;
}
virtual void set_loaded_filename(StringView& filename) { m_player_state.loaded_filename = filename; }
Audio::ClientConnection& client_connection() { return m_player_state.connection; }
PlaybackManager& manager() { return m_player_state.manager; }
protected:
virtual ~Player() = default;
PlayerState m_player_state;
RefPtr<PlaylistModel> m_playlist_model;
};