SFML/include/SFML/Audio/SoundRecorder.hpp

269 lines
9.9 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOUNDRECORDER_HPP
#define SFML_SOUNDRECORDER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Thread.hpp>
#include <vector>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Abstract base class for capturing sound data
///
////////////////////////////////////////////////////////////
class SFML_API SoundRecorder : private Thread
{
public :
////////////////////////////////////////////////////////////
/// \brief destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundRecorder();
////////////////////////////////////////////////////////////
/// \brief Start the capture
///
/// The \a sampleRate parameter defines the number of audio samples
/// captured per second. The higher, the better the quality
/// (for example, 44100 samples/sec is CD quality).
/// This function uses its own thread so that it doesn't block
/// the rest of the program while the capture runs.
/// Please note that only one capture can happen at the same time.
///
/// \param sampleRate Desired capture rate, in number of samples per second
///
/// \see Stop
///
////////////////////////////////////////////////////////////
void Start(unsigned int sampleRate = 44100);
////////////////////////////////////////////////////////////
/// \brief Stop the capture
///
/// \see Start
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// \brief Get the sample rate
///
/// The sample rate defines the number of audio samples
/// captured per second. The higher, the better the quality
/// (for example, 44100 samples/sec is CD quality).
///
/// \return Sample rate, in samples per second
///
////////////////////////////////////////////////////////////
unsigned int GetSampleRate() const;
////////////////////////////////////////////////////////////
/// \brief Check if the system supports audio capture
///
/// This function should always be called before using
/// the audio capture features. If it returns false, then
/// any attempt to use sf::SoundRecorder or one of its derived
/// classes will fail.
///
/// \return True if audio capture is supported, false otherwise
///
////////////////////////////////////////////////////////////
static bool IsAvailable();
protected :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is only meant to be called by derived classes.
///
////////////////////////////////////////////////////////////
SoundRecorder();
private :
////////////////////////////////////////////////////////////
/// \brief Start capturing audio data
///
/// This virtual function may be overriden by a derived class
/// if something has to be done every time a new capture
/// starts. If not, this function can be ignored; the default
/// implementation does nothing.
///
/// \return True to start the capture, or false to abort it
///
////////////////////////////////////////////////////////////
virtual bool OnStart();
////////////////////////////////////////////////////////////
/// \brief Process a new chunk of recorded samples
///
/// This virtual function is called every time a new chunk of
/// recorded data is available. The derived class can then do
/// whatever it wants with it (storing it, playing it, sending
/// it over the network, etc.).
///
/// \param samples Pointer to the new chunk of recorded samples
/// \param samplesCount Number of samples pointed by \a samples
///
/// \return True to continue the capture, or false to stop it
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) = 0;
////////////////////////////////////////////////////////////
/// \brief Stop capturing audio data
///
/// This virtual function may be overriden by a derived class
/// if something has to be done every time the capture
/// ends. If not, this function can be ignored; the default
/// implementation does nothing.
///
////////////////////////////////////////////////////////////
virtual void OnStop();
////////////////////////////////////////////////////////////
/// \brief Function called as the entry point of the thread
///
/// This function starts the recording loop, and returns
/// only when the capture is stopped.
///
////////////////////////////////////////////////////////////
virtual void Run();
////////////////////////////////////////////////////////////
/// \brief Get the new available audio samples and process them
///
/// This function is called continuously during the
/// capture loop. It retrieves the captured samples and
/// forwards them to the derived class.
///
////////////////////////////////////////////////////////////
void ProcessCapturedSamples();
////////////////////////////////////////////////////////////
/// \brief Clean up the recorder's internal resources
///
/// This function is called when the capture stops.
///
////////////////////////////////////////////////////////////
void CleanUp();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<Int16> mySamples; ///< Buffer to store captured samples
unsigned int mySampleRate; ///< Sample rate
bool myIsCapturing; ///< Capturing state
};
} // namespace sf
#endif // SFML_SOUNDRECORDER_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundRecorder
/// \ingroup audio
///
/// sf::SoundBuffer provides a simple interface to access
/// the audio recording capabilities of the computer
/// (the microphone). As an abstract base class, it only cares
/// about capturing sound samples, the task of making something
/// useful with them is left to the derived class. Note that
/// SFML provides a built-in specialization for saving the
/// captured data to a sound buffer (see sf::SoundBufferRecorder).
///
/// A derived class has only one virtual function to override:
/// \li OnProcessSamples provides the new chunks of audio samples while the capture happens
///
/// Moreover, two additionnal virtual functions can be overriden
/// as well if necessary:
/// \li OnStart is called before the capture happens, to perform custom initializations
/// \li OnStop is called after the capture ends, to perform custom cleanup
///
/// The audio capture feature may not be supported or activated
/// on every platform, thus it is recommended to check its
/// availability with the IsAvailable() function. If it returns
/// false, then any attempt to use an audio recorder will fail.
///
/// It is important to note that the audio capture happens in a
/// separate thread, so that it doesn't block the rest of the
/// program. In particular, the OnProcessSamples and OnStop
/// virtual functions (but not OnStart) will be called
/// from this separate thread. It is important to keep this in
/// mind, because you may have to take care of synchronization
/// issues if you share data between threads.
///
/// Usage example:
/// \code
/// class CustomRecorder : public sf::SoundRecorder
/// {
/// virtual bool OnStart() // optional
/// {
/// // Initialize whatever has to be done before the capture starts
/// ...
///
/// // Return true to start playing
/// return true;
/// }
///
/// virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount)
/// {
/// // Do something with the new chunk of samples (store them, send them, ...)
/// ...
///
/// // Return true to continue playing
/// return true;
/// }
///
/// virtual void OnStop() // optional
/// {
/// // Clean up whatever has to be done after the capture ends
/// ...
/// }
/// }
///
/// // Usage
/// if (CustomRecorder::IsAvailable())
/// {
/// CustomRecorder recorder;
/// recorder.Start();
/// ...
/// recorder.Stop();
/// }
/// \endcode
///
/// \see sf::SoundBufferRecorder
///
////////////////////////////////////////////////////////////