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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** 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.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#ifndef header_soundoutput_macosx
#define header_soundoutput_macosx
#if _MSC_VER > 1000
#pragma once
#endif
#include "../soundoutput_generic.h"
#include <CoreServices/CoreServices.h>
#include <CoreAudio/AudioHardware.h>
class CL_SoundOutput_MacOSX : public CL_SoundOutput_Generic
{
//! Construction:
public:
CL_SoundOutput_MacOSX(int mixing_frequency);
~CL_SoundOutput_MacOSX();
//! Attributes:
public:
//! Operations:
public:
//: Called when we have no samples to play - and wants to tell the soundcard
//: about this possible event.
virtual void silence();
//: Returns the buffer size used by device (returned as num [stereo] samples).
virtual int get_fragment_size();
//: Writes a fragment to the soundcard.
virtual void write_fragment(short *data);
//: Waits until output source isn't full anymore.
virtual void wait();
//! Implementation:
private:
// Callback handler for CoreAudio HAL.
static OSStatus audio_handler(
AudioDeviceID in_device,
const AudioTimeStamp *in_now,
const AudioBufferList *in_input_data,
const AudioTimeStamp *in_input_time,
AudioBufferList *out_output_data,
const AudioTimeStamp *in_output_time,
void *user_data);
// Device ID for the output we are using.
AudioDeviceID device;
// Buffer size returned by kAudioDevicePropertyBufferSize
UInt32 device_buffer_size;
// Format description for the device.
AudioStreamBasicDescription device_format;
// True if CoreAudio HAL successfully was put to play audio.
bool playing;
// Ring buffer for audio fragments
std::vector<float*> fragment_buffer;
unsigned int fragment_insert_position;
unsigned int fragment_play_position;
};
#endif
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