/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /*************************************************************************** * drumkitloader.h * * Thu Jan 17 20:54:13 CET 2013 * Copyright 2013 Bent Bisballe Nyeng * deva@aasimon.org ****************************************************************************/ /* * This file is part of DrumGizmo. * * DrumGizmo is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * DrumGizmo 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with DrumGizmo; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. */ #pragma once #include #include #include #include #include "thread.h" #include "sem.h" #include "drumkit.h" #include "settings.h" #include "audioinputengine.h" #include "audiocache.h" struct DrumkitDOM; struct InstrumentDOM; //! This class is responsible for loading the drumkits in its own thread. //! All interaction calls are simply modifying queues and not doing any //! work in-sync with the caller. //! This means that if loadKit(...) is called, one cannot assume that the //! drumkit has actually been loaded when the call returns. class DrumKitLoader : public Thread { public: DrumKitLoader(Settings& settings, DrumKit& kit, AudioInputEngine& ie, Random& rand, AudioCache& audio_cache); ~DrumKitLoader(); //! Starts the loader thread. void init(); //! Signal the loader thread to stop and waits for the threads to merge //! before returning. void deinit(); bool loadkit(const std::string& file); //! Signal the loader to start loading all audio files contained in the kit. //! All other AudioFiles in queue will be removed before the new ones are //! scheduled. void loadKitAudio(const DrumKit& kit); //! Skip all queued AudioFiles. void skip(); //! Set the framesize which will be used to preloading samples in next //! loadKit call. void setFrameSize(std::size_t framesize); protected: void thread_main(); Semaphore run_semaphore; Semaphore semaphore; Semaphore framesize_semaphore; std::mutex mutex; volatile bool running{false}; std::list load_queue; std::size_t framesize{0}; Settings& settings; SettingsGetter getter; DrumKit& kit; AudioInputEngine& ie; //MemChecker memchecker; Random& rand; AudioCache& audio_cache; std::size_t preload_samples{std::numeric_limits::max()}; LogFunction logger; };