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+/* Copyright: © Copyright 2005 Apple Computer, Inc. All rights reserved.
+
+ Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc.
+ ("Apple") in consideration of your agreement to the following terms, and your
+ use, installation, modification or redistribution of this Apple software
+ constitutes acceptance of these terms. If you do not agree with these terms,
+ please do not use, install, modify or redistribute this Apple software.
+
+ In consideration of your agreement to abide by the following terms, and subject
+ to these terms, Apple grants you a personal, non-exclusive license, under AppleÕs
+ copyrights in this original Apple software (the "Apple Software"), to use,
+ reproduce, modify and redistribute the Apple Software, with or without
+ modifications, in source and/or binary forms; provided that if you redistribute
+ the Apple Software in its entirety and without modifications, you must retain
+ this notice and the following text and disclaimers in all such redistributions of
+ the Apple Software. Neither the name, trademarks, service marks or logos of
+ Apple Computer, Inc. may be used to endorse or promote products derived from the
+ Apple Software without specific prior written permission from Apple. Except as
+ expressly stated in this notice, no other rights or licenses, express or implied,
+ are granted by Apple herein, including but not limited to any patent rights that
+ may be infringed by your derivative works or by other works in which the Apple
+ Software may be incorporated.
+
+ The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
+ WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
+ WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
+ COMBINATION WITH YOUR PRODUCTS.
+
+ IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
+ GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+ ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION
+ OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT
+ (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN
+ ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+/*=============================================================================
+ AUOutputBL.h
+
+=============================================================================*/
+
+#ifndef __AUOutputBL_h__
+#define __AUOutputBL_h__
+
+#include "CAStreamBasicDescription.h"
+#if !defined(__COREAUDIO_USE_FLAT_INCLUDES__)
+ #include <CoreServices/CoreServices.h>
+#else
+ #include <AssertMacros.h>
+#endif
+
+// ____________________________________________________________________________
+//
+// AUOutputBL - Simple Buffer List wrapper targetted to use with retrieving AU output
+// Works in one of two ways (both adjustable)... Can use it with NULL pointers, or allocate
+// memory to receive the data in.
+
+// Before using this with any call to AudioUnitRender, it needs to be Prepared
+// as some calls to AudioUnitRender can reset the ABL
+
+class AUOutputBL {
+public:
+
+ // you CANNOT use one of these - it will crash!
+// AUOutputBL ();
+
+ // this is the constructor that you use
+ // it can't be reset once you've constructed it
+ AUOutputBL (const CAStreamBasicDescription &inDesc, UInt32 inDefaultNumFrames = 512);
+ ~AUOutputBL();
+
+ void Prepare ()
+ {
+ Prepare (mFrames);
+ }
+
+ // this version can throw if this is an allocted ABL and inNumFrames is > AllocatedFrames()
+ // you can set the bool to true if you want a NULL buffer list even if allocated
+ // inNumFrames must be a valid number (will throw if inNumFrames is 0)
+ void Prepare (UInt32 inNumFrames, bool inWantNullBufferIfAllocated = false);
+
+ AudioBufferList* ABL() { return mBufferList; }
+
+ // You only need to call this if you want to allocate a buffer list
+ // if you want an empty buffer list, just call Prepare()
+ // if you want to dispose previously allocted memory, pass in 0
+ // then you either have an empty buffer list, or you can re-allocate
+ // Memory is kept around if an Allocation request is less than what is currently allocated
+ void Allocate (UInt32 inNumberFrames);
+
+ UInt32 AllocatedFrames() const { return mFrames; }
+
+ const CAStreamBasicDescription& GetFormat() const { return mFormat; }
+
+#if DEBUG
+ void Print();
+#endif
+
+private:
+ UInt32 AllocatedBytes () const { return (mBufferSize * mNumberBuffers); }
+
+ CAStreamBasicDescription mFormat;
+ Byte* mBufferMemory;
+ AudioBufferList* mBufferList;
+ UInt32 mNumberBuffers;
+ UInt32 mBufferSize;
+ UInt32 mFrames;
+
+// don't want to copy these.. can if you want, but more code to write!
+ AUOutputBL (const AUOutputBL &) {}
+ AUOutputBL& operator= (const AUOutputBL&) { return *this; }
+};
+
+#endif // __AUOutputBL_h__