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/*
* Modification History
*
* 2004-August-9 Jason Rohrer
* Created.
*
* 2004-August-12 Jason Rohrer
* Added support for getting blocks of samples.
*/
#include "OnePointPlayableSound.h"
OnePointPlayableSound::OnePointPlayableSound(
StereoSoundParameterSpaceControlPoint *inControlPoint,
double inSoundLengthInSeconds,
int inSamplesPerSecond )
: mControlPoint( inControlPoint ),
mSoundLengthInSeconds( inSoundLengthInSeconds ),
mSamplesPerSecond( inSamplesPerSecond ),
mSoundLengthInSamples(
(unsigned long)( inSoundLengthInSeconds * inSamplesPerSecond ) ),
mCurrentSoundPositionInSamples( 0 ) {
}
OnePointPlayableSound::~OnePointPlayableSound() {
delete mControlPoint;
}
SoundSamples *OnePointPlayableSound::getMoreSamples(
unsigned long inNumSamples ) {
unsigned long numSamples = inNumSamples;
if( mCurrentSoundPositionInSamples + numSamples >
mSoundLengthInSamples ) {
numSamples = mSoundLengthInSamples - mCurrentSoundPositionInSamples;
}
SoundSamples *resultSamples =
mControlPoint->getSoundSamples( mCurrentSoundPositionInSamples,
numSamples,
mSamplesPerSecond,
mSoundLengthInSeconds );
mCurrentSoundPositionInSamples += numSamples;
return resultSamples;
}
PlayableSound *OnePointPlayableSound::copy() {
return new OnePointPlayableSound(
(StereoSoundParameterSpaceControlPoint *)(
mControlPoint->copy() ),
mSoundLengthInSeconds,
mSamplesPerSecond );
}
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