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/*
Copyright (C) 2001-2002 Stefan Westerfeld
[email protected]
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#include "artsmidi.h"
#include "artsflow.h"
#include "stdsynthmodule.h"
#include "debug.h"
#include "miditimercommon.h"
#include "audiotimer.h"
#include "flowsystem.h"
using namespace std;
using namespace Arts;
static AudioTimer *AudioTimer_the = 0;
AudioTimer::AudioTimer()
{
AudioTimer_the = this;
samples = seconds = 0;
}
AudioTimer::~AudioTimer()
{
AudioTimer_the = 0;
}
TimeStamp AudioTimer::time()
{
return TimeStamp(seconds,
(long)((float)samples / samplingRateFloat * 1000000.0));
}
void AudioTimer::notify(const Notification &)
{
list<AudioTimerCallback *>::iterator i;
for(i = callbacks.begin(); i != callbacks.end(); i++)
(*i)->updateTime();
}
void AudioTimer::calculateBlock(unsigned long s)
{
samples += s;
while(samples > samplingRate)
{
samples -= samplingRate;
seconds++;
}
Notification n;
n.receiver = this;
n.ID = 0;
n.data = 0;
n.internal = 0;
NotificationManager::the()->send(n);
}
AudioTimer *AudioTimer::subscribe()
{
if(!AudioTimer_the)
{
new AudioTimer();
AudioTimer_the->_node()->start();
}
else
{
AudioTimer_the->_copy();
}
return AudioTimer_the;
}
void AudioTimer::addCallback(AudioTimerCallback *callback)
{
callbacks.push_back(callback);
}
void AudioTimer::removeCallback(AudioTimerCallback *callback)
{
callbacks.remove(callback);
}
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