//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_SOUNDRECORDER_HPP #define SFML_SOUNDRECORDER_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Abstract base class for capturing sound data /// //////////////////////////////////////////////////////////// class SFML_API SoundRecorder { public : //////////////////////////////////////////////////////////// /// \brief destructor /// //////////////////////////////////////////////////////////// virtual ~SoundRecorder(); //////////////////////////////////////////////////////////// /// \brief Start the capture /// /// The \a sampleRate parameter defines the number of audio samples /// captured per second. The higher, the better the quality /// (for example, 44100 samples/sec is CD quality). /// This function uses its own thread so that it doesn't block /// the rest of the program while the capture runs. /// Please note that only one capture can happen at the same time. /// /// \param sampleRate Desired capture rate, in number of samples per second /// /// \see Stop /// //////////////////////////////////////////////////////////// void Start(unsigned int sampleRate = 44100); //////////////////////////////////////////////////////////// /// \brief Stop the capture /// /// \see Start /// //////////////////////////////////////////////////////////// void Stop(); //////////////////////////////////////////////////////////// /// \brief Get the sample rate /// /// The sample rate defines the number of audio samples /// captured per second. The higher, the better the quality /// (for example, 44100 samples/sec is CD quality). /// /// \return Sample rate, in samples per second /// //////////////////////////////////////////////////////////// unsigned int GetSampleRate() const; //////////////////////////////////////////////////////////// /// \brief Check if the system supports audio capture /// /// This function should always be called before using /// the audio capture features. If it returns false, then /// any attempt to use sf::SoundRecorder or one of its derived /// classes will fail. /// /// \return True if audio capture is supported, false otherwise /// //////////////////////////////////////////////////////////// static bool IsAvailable(); protected : //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// This constructor is only meant to be called by derived classes. /// //////////////////////////////////////////////////////////// SoundRecorder(); private : //////////////////////////////////////////////////////////// /// \brief Start capturing audio data /// /// This virtual function may be overriden by a derived class /// if something has to be done every time a new capture /// starts. If not, this function can be ignored; the default /// implementation does nothing. /// /// \return True to start the capture, or false to abort it /// //////////////////////////////////////////////////////////// virtual bool OnStart(); //////////////////////////////////////////////////////////// /// \brief Process a new chunk of recorded samples /// /// This virtual function is called every time a new chunk of /// recorded data is available. The derived class can then do /// whatever it wants with it (storing it, playing it, sending /// it over the network, etc.). /// /// \param samples Pointer to the new chunk of recorded samples /// \param samplesCount Number of samples pointed by \a samples /// /// \return True to continue the capture, or false to stop it /// //////////////////////////////////////////////////////////// virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) = 0; //////////////////////////////////////////////////////////// /// \brief Stop capturing audio data /// /// This virtual function may be overriden by a derived class /// if something has to be done every time the capture /// ends. If not, this function can be ignored; the default /// implementation does nothing. /// //////////////////////////////////////////////////////////// virtual void OnStop(); //////////////////////////////////////////////////////////// /// \brief Function called as the entry point of the thread /// /// This function starts the recording loop, and returns /// only when the capture is stopped. /// //////////////////////////////////////////////////////////// void Record(); //////////////////////////////////////////////////////////// /// \brief Get the new available audio samples and process them /// /// This function is called continuously during the /// capture loop. It retrieves the captured samples and /// forwards them to the derived class. /// //////////////////////////////////////////////////////////// void ProcessCapturedSamples(); //////////////////////////////////////////////////////////// /// \brief Clean up the recorder's internal resources /// /// This function is called when the capture stops. /// //////////////////////////////////////////////////////////// void CleanUp(); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Thread myThread; ///< Thread running the background recording task std::vector mySamples; ///< Buffer to store captured samples unsigned int mySampleRate; ///< Sample rate bool myIsCapturing; ///< Capturing state }; } // namespace sf #endif // SFML_SOUNDRECORDER_HPP //////////////////////////////////////////////////////////// /// \class sf::SoundRecorder /// \ingroup audio /// /// sf::SoundBuffer provides a simple interface to access /// the audio recording capabilities of the computer /// (the microphone). As an abstract base class, it only cares /// about capturing sound samples, the task of making something /// useful with them is left to the derived class. Note that /// SFML provides a built-in specialization for saving the /// captured data to a sound buffer (see sf::SoundBufferRecorder). /// /// A derived class has only one virtual function to override: /// \li OnProcessSamples provides the new chunks of audio samples while the capture happens /// /// Moreover, two additionnal virtual functions can be overriden /// as well if necessary: /// \li OnStart is called before the capture happens, to perform custom initializations /// \li OnStop is called after the capture ends, to perform custom cleanup /// /// The audio capture feature may not be supported or activated /// on every platform, thus it is recommended to check its /// availability with the IsAvailable() function. If it returns /// false, then any attempt to use an audio recorder will fail. /// /// It is important to note that the audio capture happens in a /// separate thread, so that it doesn't block the rest of the /// program. In particular, the OnProcessSamples and OnStop /// virtual functions (but not OnStart) will be called /// from this separate thread. It is important to keep this in /// mind, because you may have to take care of synchronization /// issues if you share data between threads. /// /// Usage example: /// \code /// class CustomRecorder : public sf::SoundRecorder /// { /// virtual bool OnStart() // optional /// { /// // Initialize whatever has to be done before the capture starts /// ... /// /// // Return true to start playing /// return true; /// } /// /// virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) /// { /// // Do something with the new chunk of samples (store them, send them, ...) /// ... /// /// // Return true to continue playing /// return true; /// } /// /// virtual void OnStop() // optional /// { /// // Clean up whatever has to be done after the capture ends /// ... /// } /// } /// /// // Usage /// if (CustomRecorder::IsAvailable()) /// { /// CustomRecorder recorder; /// recorder.Start(); /// ... /// recorder.Stop(); /// } /// \endcode /// /// \see sf::SoundBufferRecorder /// ////////////////////////////////////////////////////////////