2008-06-02 17:41:35 -04:00
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/* Copyright: <09> Copyright 2005 Apple Computer, Inc. All rights reserved.
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Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc.
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("Apple") in consideration of your agreement to the following terms, and your
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use, installation, modification or redistribution of this Apple software
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constitutes acceptance of these terms. If you do not agree with these terms,
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please do not use, install, modify or redistribute this Apple software.
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In consideration of your agreement to abide by the following terms, and subject
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to these terms, Apple grants you a personal, non-exclusive license, under Apple<EFBFBD>s
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copyrights in this original Apple software (the "Apple Software"), to use,
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reproduce, modify and redistribute the Apple Software, with or without
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modifications, in source and/or binary forms; provided that if you redistribute
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the Apple Software in its entirety and without modifications, you must retain
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this notice and the following text and disclaimers in all such redistributions of
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the Apple Software. Neither the name, trademarks, service marks or logos of
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Apple Computer, Inc. may be used to endorse or promote products derived from the
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Apple Software without specific prior written permission from Apple. Except as
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expressly stated in this notice, no other rights or licenses, express or implied,
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are granted by Apple herein, including but not limited to any patent rights that
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may be infringed by your derivative works or by other works in which the Apple
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Software may be incorporated.
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
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WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
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WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
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COMBINATION WITH YOUR PRODUCTS.
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION
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OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT
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(INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*=============================================================================
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AUOutputBL.h
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=============================================================================*/
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#ifndef __AUOutputBL_h__
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#define __AUOutputBL_h__
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#include "CAStreamBasicDescription.h"
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#if !defined(__COREAUDIO_USE_FLAT_INCLUDES__)
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#include <CoreServices/CoreServices.h>
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#else
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#include <AssertMacros.h>
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#endif
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// ____________________________________________________________________________
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//
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// AUOutputBL - Simple Buffer List wrapper targetted to use with retrieving AU output
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// Works in one of two ways (both adjustable)... Can use it with NULL pointers, or allocate
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// memory to receive the data in.
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// Before using this with any call to AudioUnitRender, it needs to be Prepared
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// as some calls to AudioUnitRender can reset the ABL
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class AUOutputBL {
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public:
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// you CANNOT use one of these - it will crash!
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// AUOutputBL ();
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// this is the constructor that you use
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// it can't be reset once you've constructed it
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AUOutputBL (const CAStreamBasicDescription &inDesc, UInt32 inDefaultNumFrames = 512);
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~AUOutputBL();
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void Prepare ()
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{
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Prepare (mFrames);
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}
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// this version can throw if this is an allocted ABL and inNumFrames is > AllocatedFrames()
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// you can set the bool to true if you want a NULL buffer list even if allocated
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// inNumFrames must be a valid number (will throw if inNumFrames is 0)
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void Prepare (UInt32 inNumFrames, bool inWantNullBufferIfAllocated = false);
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AudioBufferList* ABL() { return mBufferList; }
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// You only need to call this if you want to allocate a buffer list
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// if you want an empty buffer list, just call Prepare()
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// if you want to dispose previously allocted memory, pass in 0
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// then you either have an empty buffer list, or you can re-allocate
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// Memory is kept around if an Allocation request is less than what is currently allocated
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void Allocate (UInt32 inNumberFrames);
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UInt32 AllocatedFrames() const { return mFrames; }
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const CAStreamBasicDescription& GetFormat() const { return mFormat; }
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#if DEBUG
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void Print();
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#endif
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private:
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UInt32 AllocatedBytes () const { return (mBufferSize * mNumberBuffers); }
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CAStreamBasicDescription mFormat;
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Byte* mBufferMemory;
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AudioBufferList* mBufferList;
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UInt32 mNumberBuffers;
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UInt32 mBufferSize;
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UInt32 mFrames;
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// don't want to copy these.. can if you want, but more code to write!
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AUOutputBL (const AUOutputBL &) {}
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AUOutputBL& operator= (const AUOutputBL&) { return *this; }
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2008-06-02 17:41:35 -04:00
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};
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#endif // __AUOutputBL_h__
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