skyline/app/src/main/cpp/skyline/audio.h

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#pragma once
#include <queue>
#include <oboe/Oboe.h>
#include <kernel/types/KEvent.h>
#include <audio/track.h>
#include "common.h"
namespace skyline::audio {
/**
* @brief The Audio class is used to mix audio from all tracks
*/
class Audio : public oboe::AudioStreamCallback {
private:
const DeviceState &state; //!< The state of the device
oboe::ManagedStream outputStream; //!< The output oboe audio stream
std::vector<std::shared_ptr<audio::AudioTrack>> audioTracks; //!< Vector containing a pointer of every open audio track
public:
Audio(const DeviceState &state);
/**
* @brief The destructor for the audio class
*/
~Audio();
/**
* @brief Opens a new track that can be used to play sound
* @param channelCount The amount channels that are present in the track
* @param sampleRate The sample rate of the track
* @param releaseCallback The callback to call when a buffer has been released
* @return A shared pointer to a new AudioTrack object
*/
std::shared_ptr<AudioTrack> OpenTrack(const int channelCount, const int sampleRate, const std::function<void()> &releaseCallback);
/**
* @brief Closes a track and frees its data
* @param track The track to close
*/
void CloseTrack(std::shared_ptr<AudioTrack> &track);
/**
* @brief The callback oboe uses to get audio sample data
* @param audioStream The audio stream we are being called by
* @param audioData The raw audio sample data
* @param numFrames The amount of frames the sample data needs to contain
*/
oboe::DataCallbackResult onAudioReady(oboe::AudioStream *audioStream, void *audioData, int32_t numFrames);
};
}