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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/***************************************************************************
 *            player.cc
 *
 *  Tue Apr 15 10:34:18 CEST 2014
 *  Copyright 2014 Bent Bisballe Nyeng
 *  deva@aasimon.org
 ****************************************************************************/

/*
 *  This file is part of DrumGizmo.
 *
 *  DrumGizmo is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  (at your option) any later version.
 *
 *  DrumGizmo is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with DrumGizmo; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.
 */
#include "player.h"

#include <math.h>

#define BUFSZ 512

Player::Player()
{
	peak = 0;
	pos = 0;
	gain_scalar = 1.0;
	pcm_data = NULL;
	pcm_size = 0;
	end = 0;
	new_selection = false;

	connect(&report_timer, SIGNAL(timeout()), this, SLOT(reportTimeout()));
	report_timer.start(50); // Update 25 times per second

	start();
}

Player::~Player()
{
	running = false; // Signal player thread to stop
	wait(); // Wait for player thread to stop.
}

#define _MIN(a, b) (a<b?a:b)
void Player::run()
{
	Selection sel;

	static int init = 0;
	if(init == 0)
	{
		ao_initialize();
	}
	++init;

	ao_sample_format sf;
	memset(&sf, 0, sizeof(sf));
	sf.bits = 16;
	sf.rate = 44100;
	sf.channels = 1;
	sf.byte_format = AO_FMT_NATIVE;

	dev = ao_open_live(ao_default_driver_id(), &sf, 0);

	running = true;

	short s[BUFSZ];
	while(running)
	{
		{
			// Check for new Selection.
			QMutexLocker lock(&mutex);
			if(new_selection)
			{
				sel = selection;
				pos = sel.from;
				end = sel_end;
				new_selection = false;
			}
		}

		for(size_t i = 0; i < BUFSZ; i++)
		{
			double sample = 0.0;
			size_t p = i + pos;
			if(p < sel.to && p < end && p < pcm_size)
			{
				double fade = 1;
				if(p < (sel.from + sel.fadein))
				{
					// Apply linear fade-in
					double fp = (double)((int)p - (int)sel.from);
					fade = fp / (double)sel.fadeout;
				}

				if(p > (sel.to - sel.fadeout))
				{
					// Apply linear fade-out
					double fp = (double)(((int)sel.to - (int)sel.fadeout) - (int)p);
					fade = 1 + (fp / (double)sel.fadeout);
				}

				sample = pcm_data[p] * fade * gain_scalar;
			}
			if(fabs(sample) > peak)
			{
				peak = fabs(sample);
			}
			s[i] = _MIN(sample * SHRT_MAX, SHRT_MAX);
		}

		ao_play(dev, (char*)s, BUFSZ * sizeof(short));

		pos += BUFSZ;
	}

	ao_close(dev);

	--init;
	if(init == 0)
	{
		ao_shutdown();
	}
}

bool Player::playSelectionDone()
{
	return pos >= sel_end || pos >= selection.to;
}

void Player::playSelection(Selection s, int len)
{
	{
		// Enqueue new Selection for player consumation
		QMutexLocker lock(&mutex);

		selection = s;

		if(len > 0)
		{
			sel_end = len;
		}
		else
		{
			sel_end = selection.to - selection.from;
		}

		sel_end += selection.from;

		new_selection = true;
	}

	// Wait until player actually consumed the new Selection.
	while(new_selection)
	{
		msleep(1);
	}
}

void Player::setGainScalar(double g)
{
	gain_scalar = g;
}

void Player::setGainDB(double gain_db)
{
	setGainScalar(pow(10, gain_db/ 20.0));
}

void Player::reportTimeout()
{
	emit peakUpdate(peak);
	emit peakUpdateDB(20 * log10(peak));
	peak = 0.0;

	emit positionUpdate(pos);
	peak = 0.0;
}

void Player::setPcmData(float* data, size_t size)
{
	pcm_data = data;
	pcm_size = size;
}

void Player::setPosition(size_t position)
{
	Selection s;
	s.from = position;
	s.to = pcm_size;
	s.fadein = 0;
	s.fadeout = 0;
	playSelection(s);
}

void Player::stop()
{
	Selection s;
	s.from = 0;
	s.to = 0;
	s.fadein = 0;
	s.fadeout = 0;
	playSelection(s, pos);
}