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audio.h

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef PSP_AUDIO_H
#define PSP_AUDIO_H

#include "backends/platform/psp/thread.h"

00031 class PspAudio : public PspThreadable {
public:
      enum {
            NUM_BUFFERS = 2,
            FREQUENCY = 44100 /* only frequency we allow */
      };
      typedef void (* callbackFunc)(void *userData, byte *samples, int len);  // audio callback to call
      PspAudio() : _pspChannel(0),
                  _numOfChannels(0), _numOfSamples(0), _callback(0),
                  _bufferToPlay(0), _bufferToFill(0),
                  _init(false), _paused(true) {
            for (int i=0; i<NUM_BUFFERS; i++)
                  _buffers[i] = 0;
      }
      ~PspAudio() { close(); }
      bool playBuffer();
      void nextBuffer(int &bufferIdx);
      bool open(uint32 freq, uint32 numOfChannels, uint32 numOfSamples, callbackFunc callback, void *userData);
      void close();
      uint32 getFrequency() { return FREQUENCY; }
      void pause() { _paused = true; }
      void unpause() { _paused = false; }
      virtual void threadFunction();      // actual audio thread

private:
      int _pspChannel;                    // chosen hardware output channel
      uint32 _numOfChannels;              // 1 for mono; 2 for stereo
      uint32 _numOfSamples;
      callbackFunc _callback;             // the callback to call between outputting audio
      void *_userData;                    // userData to send with callback
      byte *_buffers[NUM_BUFFERS];
      int _bufferToPlay;                        // the next buffer to output
      int _bufferToFill;
      int _bufferSize;
      bool _init;                               // flag for initialization
      bool _paused;
};

#endif /* PSP_AUDIO_H */

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