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This is a first pass at refactoring SoundPlayer so that the View widget is decoupled from the player itself. In doing so, this fixed a couple of issues, including possibly inconsistent states (e.g. player could be paused and stopped at the same time). With the change, Player actually controls the show, and calls methods overriden by its subclasses to perform actions, such as update the Seek bar; the hard work of massaging the raw data is done by the Player class, so subclasses don't need to reimplement any of these things. This also removes some copies of playlist management code that happened to be copied+pasted inside callbacks of buttons -- it now lives inside a neatly packaged Playlist class, and the Player only asks for the next song to play. In addition, the menu bar has been slightly rearranged.
64 lines
2 KiB
C++
64 lines
2 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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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 <AK/Vector.h>
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#include <LibAudio/Buffer.h>
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#include <LibAudio/ClientConnection.h>
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#include <LibAudio/Loader.h>
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#include <LibCore/Timer.h>
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class PlaybackManager final {
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public:
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PlaybackManager(NonnullRefPtr<Audio::ClientConnection>);
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~PlaybackManager();
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void play();
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void stop();
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void pause();
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void seek(const int position);
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void loop(bool);
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bool toggle_pause();
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void set_loader(NonnullRefPtr<Audio::Loader>&&);
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RefPtr<Audio::Loader> loader() const { return m_loader; }
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size_t device_sample_rate() const { return m_device_sample_rate; }
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int last_seek() const { return m_last_seek; }
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bool is_paused() const { return m_paused; }
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float total_length() const { return m_total_length; }
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RefPtr<Audio::Buffer> current_buffer() const { return m_current_buffer; }
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NonnullRefPtr<Audio::ClientConnection> connection() const { return m_connection; }
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Function<void()> on_update;
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Function<void(Audio::Buffer&)> on_load_sample_buffer;
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Function<void()> on_finished_playing;
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private:
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void next_buffer();
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void set_paused(bool);
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bool m_paused { true };
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bool m_loop = { false };
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size_t m_last_seek { 0 };
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float m_total_length { 0 };
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// FIXME: Get this from the audio server
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size_t m_device_sample_rate { 44100 };
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size_t m_device_samples_per_buffer { 0 };
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size_t m_source_buffer_size_bytes { 0 };
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RefPtr<Audio::Loader> m_loader { nullptr };
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NonnullRefPtr<Audio::ClientConnection> m_connection;
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RefPtr<Audio::Buffer> m_current_buffer;
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Optional<Audio::ResampleHelper<double>> m_resampler;
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RefPtr<Core::Timer> m_timer;
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// Controls the GUI update rate. A smaller value makes the visualizations nicer.
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static constexpr u32 update_rate_ms = 50;
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// Number of milliseconds of audio data contained in each audio buffer
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static constexpr u32 buffer_size_ms = 100;
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};
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