forked from eden-emu/eden
Move dead submodules in-tree
Signed-off-by: swurl <swurl@swurl.xyz>
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4081 changed files with 1185566 additions and 45 deletions
60
externals/oboe/samples/RhythmGame/src/main/cpp/audio/Player.h
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externals/oboe/samples/RhythmGame/src/main/cpp/audio/Player.h
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/*
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* Copyright 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef RHYTHMGAME_SOUNDRECORDING_H
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#define RHYTHMGAME_SOUNDRECORDING_H
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#include <cstdint>
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#include <array>
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#include <chrono>
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#include <memory>
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#include <atomic>
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#include <android/asset_manager.h>
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#include "shared/IRenderableAudio.h"
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#include "DataSource.h"
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class Player : public IRenderableAudio{
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public:
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/**
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* Construct a new Player from the given DataSource. Players can share the same data source.
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* For example, you could play two identical sounds concurrently by creating 2 Players with the
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* same data source.
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*
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* @param source
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*/
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Player(std::shared_ptr<DataSource> source)
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: mSource(source)
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{};
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void renderAudio(float *targetData, int32_t numFrames);
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void resetPlayHead() { mReadFrameIndex = 0; };
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void setPlaying(bool isPlaying) { mIsPlaying = isPlaying; resetPlayHead(); };
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void setLooping(bool isLooping) { mIsLooping = isLooping; };
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private:
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int32_t mReadFrameIndex = 0;
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std::atomic<bool> mIsPlaying { false };
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std::atomic<bool> mIsLooping { false };
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std::shared_ptr<DataSource> mSource;
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void renderSilence(float*, int32_t);
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};
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#endif //RHYTHMGAME_SOUNDRECORDING_H
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