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