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/* -*- 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 <string>
#include <list>
#include <mutex>
#include <vector>
#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<AudioFile*> 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<std::size_t>::max()};
LogFunction logger;
};
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