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#pragma once
#include "IAudioPlayer.h"
#include "AudioStream.h"
namespace nCine
{
/// Audio stream player
class AudioStreamPlayer : public IAudioPlayer
{
DEATH_RUNTIME_OBJECT(IAudioPlayer);
public:
/// Default constructor
AudioStreamPlayer();
/// A constructor creating a player from a file
explicit AudioStreamPlayer(StringView filename);
~AudioStreamPlayer() override;
AudioStreamPlayer(const AudioStreamPlayer&) = delete;
AudioStreamPlayer& operator=(const AudioStreamPlayer&) = delete;
AudioStreamPlayer(AudioStreamPlayer&&) = default;
AudioStreamPlayer& operator=(AudioStreamPlayer&&) = default;
bool loadFromFile(const char* filename);
inline std::uint32_t bufferId() const override {
return audioStream_.bufferId();
}
inline std::int32_t bytesPerSample() const override {
return audioStream_.bytesPerSample();
}
inline std::int32_t numChannels() const override {
return audioStream_.numChannels();
}
inline std::int32_t frequency() const override {
return audioStream_.frequency();
}
inline std::int32_t numSamples() const override {
return audioStream_.numSamples();
}
inline float duration() const override {
return audioStream_.duration();
}
inline std::int32_t bufferSize() const override {
return audioStream_.bufferSize();
}
inline std::int32_t numStreamSamples() const {
return audioStream_.numStreamSamples();
}
inline std::int32_t streamBufferSize() const {
return audioStream_.streamBufferSize();
}
void play() override;
void pause() override;
void stop() override;
void setLooping(bool value) override;
/// Updates the player state and the stream buffer queue
void updateState() override;
inline static ObjectType sType() {
return ObjectType::AudioStreamPlayer;
}
private:
AudioStream audioStream_;
};
}
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