Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
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bindings/d/import/dsfml/audio/soundstream.d
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bindings/d/import/dsfml/audio/soundstream.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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module dsfml.audio.soundstream;
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import dsfml.system.alloc;
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import dsfml.system.common;
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import dsfml.system.vector;
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import dsfml.system.linkedlist;
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import dsfml.system.lock;
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import core.thread;
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import core.sync.mutex;
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import dsfml.audio.sound;
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import dsfml.audio.soundsource;
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/**
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* SoundStream is a streamed sound, ie samples are acquired
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* while the sound is playing. Use it for big sounds that would
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* require hundreds of MB in memory, or for streaming sound from the network.
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*
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* SoundStream is a base class and cannot be instanciated directly.
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*
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* $(B onGetData override will be called by a different thread, take care of synchronization issues.) onStart is called by the thread which called .play().
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*
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* ------------------------
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* class MySoundStream : SoundStream
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* {
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* this()
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* {
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* super(2, 44100); // you need to initialize the base class before any operation.
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* }
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* protected bool onGetData(out short[] data)
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* {
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* //You need to fill data array with some samples
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*
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* return true; //or false if you want to stop playback
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* }
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*
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* protected bool onStart()
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* {
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* return true;
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* }
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* }
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* ------------------------
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*/
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abstract class SoundStream : SoundSource!("sfSoundStream")
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{
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override void dispose()
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{
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stop();
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sfSoundStream_Destroy(m_ptr);
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s_instances.remove(m_id);
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}
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/**
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* Start playing the stream
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*/
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void play()
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{
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m_flag = true;
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sfSoundStream_Play(m_ptr);
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if (status != SoundStatus.Paused)
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{
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m_t = new Thread(&threadPoll);
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m_t.start();
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}
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}
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/**
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* Pause the stream
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*/
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void pause()
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{
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sfSoundStream_Pause(m_ptr);
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}
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/**
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* Stop the stream
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*/
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void stop()
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{
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m_flag = false;
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sfSoundStream_Stop(m_ptr);
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m_t.join();
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if (m_dummy !is null)
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delete m_dummy;
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}
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@property
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{
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/**
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* Get number of channels of the stream
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*
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* Returns:
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* number of channels
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*/
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uint channelsCount()
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{
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return m_channelsCount;
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}
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/**
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* Get the sample rate of the stream
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*
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* Returns:
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* sample rate
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*/
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uint sampleRate()
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{
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return m_sampleRate;
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}
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/**
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* Get the current playing offset of the stream
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*
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* Returns:
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* current playing offset, in seconds.
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*/
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float playingOffset()
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{
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return sfSoundStream_GetPlayingOffset(m_ptr);
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}
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/**
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* Set the current playing position of a music
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*
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* Params:
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* timeOffset = New playing position, expressed in seconds
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*/
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void playingOffset(float timeOffset)
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{
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sfSoundStream_SetPlayingOffset(m_ptr, timeOffset);
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}
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/**
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* Tell whether or not the stream is looping
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*
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* Returns:
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* True if the music is looping, false otherwise
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*/
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bool loop()
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{
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if (m_ptr !is null)
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return cast(bool)sfSoundStream_GetLoop(m_ptr);
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return false;
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}
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/**
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* Set the stream loop state.
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*
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* Disabled by default.
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*
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* Params:
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* loop = true to play in loop, false to play once
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*/
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void loop(bool loop)
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{
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if (m_ptr !is null)
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sfSoundStream_SetLoop(m_ptr, loop);
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}
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} // of @property
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protected:
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/**
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* Protected constructor
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*
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* Params:
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* channelsCount = number of channel
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* sampleRate = sample rate of the stream
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*
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*/
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this(uint channelsCount, uint sampleRate)
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{
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m_channelsCount = channelsCount;
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m_sampleRate = sampleRate;
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super(sfSoundStream_Create(&externalOnGetData, &externalOnSeek, channelsCount, sampleRate, &m_id));
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m_mutex = new Mutex();
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m_samples = new LinkedList!(Data);
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m_t = new Thread(&this.threadPoll);
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m_id = ++s_seed;
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s_instances[m_id] = this;
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}
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/**
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* Called each time the stream is seeked
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*/
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abstract void onSeek(float timeOffset);
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/**
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* Called each time the stream needs new data.
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* This method will be call by an other thread, take care of possible synchronisation issues.
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*
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* Params:
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* data = array of samples to stream
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*
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* Returns:
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* true to continue streaming, false to stop
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*/
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abstract bool onGetData(out short[] data);
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private:
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// Called sync when user calling play()
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// TODO: check if it's correct that way
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extern(C) static void externalOnSeek(float t, void* user)
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{
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int id;
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if ((id = *cast(int*) user) in s_instances)
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{
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SoundStream temp = s_instances[id];
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return (temp.onSeek(t));
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}
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}
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// C Thread callback (no allocation can be done)
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extern (C) static int externalOnGetData(sfSoundStreamChunk* data, void* user)
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{
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int id, flag = false;
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// Get calling soundStream
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if ((id = *cast(int*) user) in s_instances)
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{
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SoundStream temp = s_instances[id];
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//if no samples are available but streaming is not stopped, we sleep the thread
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while (temp.m_samples.empty && temp.m_flag)
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Thread.sleep(10_000_0); // 10ms
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scope Lock l = new Lock(temp.m_mutex);
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if (!temp.m_samples.empty)
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{
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if (temp.m_dummy !is null)
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delete temp.m_dummy;
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temp.m_dummy = temp.m_samples.dequeue;
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if ((flag = temp.m_dummy.Flag) == true)
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{
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data.Samples = temp.m_dummy.Samples.ptr;
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data.NbSamples = temp.m_dummy.Samples.length;
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}
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else
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{
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data.Samples = null;
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data.NbSamples = 0;
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}
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}
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}
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return flag;
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}
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// Managed thread loop
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void threadPoll()
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{
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short[] data;
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bool ret = true;
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// while streaming is active ...
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while (ret && m_flag)
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{
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{
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scope Lock l = new Lock(m_mutex);
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// see how many samples are available (keep always 2 samples ready)
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if (m_samples.getCount < 2)
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{
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// if we need new samples, lock and call derived class
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ret = onGetData(data);
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m_samples.enqueue(new Data(data, ret));
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}
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}
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Thread.sleep(100_000_0); // 100ms
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}
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}
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private class Data
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{
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short[] Samples;
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bool Flag;
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mixin Alloc;
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this (short[] samples, bool flag)
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{
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this.Samples = samples;
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this.Flag = flag;
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}
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}
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Thread m_t;
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Mutex m_mutex;
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LinkedList!(Data) m_samples;
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Data m_dummy;
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bool m_flag;
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uint m_channelsCount;
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uint m_sampleRate;
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int m_id;
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static SoundStream[int] s_instances;
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static int s_seed = 0;
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// External ====================================================================
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extern (C)
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{
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struct sfSoundStreamChunk{ short* Samples; uint NbSamples; }
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alias void function(float, void*) sfSoundStreamSeekCallback;
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alias int function (sfSoundStreamChunk*, void*) sfSoundStreamGetDataCallback;
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alias SFMLClass function(sfSoundStreamGetDataCallback, sfSoundStreamSeekCallback, uint, uint, void*) pf_sfSoundStream_Create;
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alias void function(SFMLClass) pf_sfSoundStream_Destroy;
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alias void function(SFMLClass) pf_sfSoundStream_Play;
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alias void function(SFMLClass) pf_sfSoundStream_Pause;
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alias void function(SFMLClass) pf_sfSoundStream_Stop;
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alias uint function(SFMLClass) pf_sfSoundStream_GetChannelsCount;
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alias uint function(SFMLClass) pf_sfSoundStream_GetSampleRate;
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alias float function(SFMLClass) pf_sfSoundStream_GetPlayingOffset;
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alias void function(SFMLClass, float) pf_sfSoundStream_SetPlayingOffset;
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alias int function(SFMLClass) pf_sfSoundStream_GetLoop;
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alias void function(SFMLClass, int) pf_sfSoundStream_SetLoop;
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static pf_sfSoundStream_Create sfSoundStream_Create;
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static pf_sfSoundStream_Destroy sfSoundStream_Destroy;
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static pf_sfSoundStream_Play sfSoundStream_Play;
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static pf_sfSoundStream_Pause sfSoundStream_Pause;
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static pf_sfSoundStream_Stop sfSoundStream_Stop;
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static pf_sfSoundStream_GetChannelsCount sfSoundStream_GetChannelsCount;
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static pf_sfSoundStream_GetSampleRate sfSoundStream_GetSampleRate;
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static pf_sfSoundStream_GetPlayingOffset sfSoundStream_GetPlayingOffset;
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static pf_sfSoundStream_SetPlayingOffset sfSoundStream_SetPlayingOffset;
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static pf_sfSoundStream_GetLoop sfSoundStream_GetLoop;
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static pf_sfSoundStream_SetLoop sfSoundStream_SetLoop;
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}
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static this()
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{
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debug
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DllLoader dll = DllLoader.load("csfml-audio-d");
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else
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DllLoader dll = DllLoader.load("csfml-audio");
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sfSoundStream_Create = cast(pf_sfSoundStream_Create)dll.getSymbol("sfSoundStream_Create");
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sfSoundStream_Destroy = cast(pf_sfSoundStream_Destroy)dll.getSymbol("sfSoundStream_Destroy");
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sfSoundStream_Play = cast(pf_sfSoundStream_Play)dll.getSymbol("sfSoundStream_Play");
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sfSoundStream_Pause = cast(pf_sfSoundStream_Pause)dll.getSymbol("sfSoundStream_Pause");
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sfSoundStream_Stop = cast(pf_sfSoundStream_Stop)dll.getSymbol("sfSoundStream_Stop");
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sfSoundStream_GetChannelsCount = cast(pf_sfSoundStream_GetChannelsCount)dll.getSymbol("sfSoundStream_GetChannelsCount");
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sfSoundStream_GetSampleRate = cast(pf_sfSoundStream_GetSampleRate)dll.getSymbol("sfSoundStream_GetSampleRate");
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sfSoundStream_GetPlayingOffset = cast(pf_sfSoundStream_GetPlayingOffset)dll.getSymbol("sfSoundStream_GetPlayingOffset");
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sfSoundStream_SetPlayingOffset = cast(pf_sfSoundStream_SetPlayingOffset)dll.getSymbol("sfSoundStream_SetPlayingOffset");
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sfSoundStream_GetLoop = cast(pf_sfSoundStream_GetLoop)dll.getSymbol("sfSoundStream_GetLoop");
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sfSoundStream_SetLoop = cast(pf_sfSoundStream_SetLoop)dll.getSymbol("sfSoundStream_SetLoop");
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}
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}
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