本文整理汇总了C++中soundtouch::SoundTouch::clear方法的典型用法代码示例。如果您正苦于以下问题:C++ SoundTouch::clear方法的具体用法?C++ SoundTouch::clear怎么用?C++ SoundTouch::clear使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类soundtouch::SoundTouch
的用法示例。
在下文中一共展示了SoundTouch::clear方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Stop
void OpenALStream::Stop()
{
m_run_thread.Clear();
// kick the thread if it's waiting
soundSyncEvent.Set();
soundTouch.clear();
thread.join();
alSourceStop(uiSource);
alSourcei(uiSource, AL_BUFFER, 0);
// Clean up buffers and sources
alDeleteSources(1, &uiSource);
uiSource = 0;
alDeleteBuffers(numBuffers, uiBuffers);
ALCcontext* pContext = alcGetCurrentContext();
ALCdevice* pDevice = alcGetContextsDevice(pContext);
alcMakeContextCurrent(nullptr);
alcDestroyContext(pContext);
alcCloseDevice(pDevice);
}
示例2: Clear
void OpenALStream::Clear(bool mute)
{
m_muted = mute;
if (m_muted)
{
soundTouch.clear();
alSourceStop(uiSource);
}
else
{
alSourcePlay(uiSource);
}
}
示例3: Start
//
// AyuanX: Spec says OpenAL1.1 is thread safe already
//
bool OpenALStream::Start()
{
m_run_thread.Set();
bool bReturn = false;
ALDeviceList pDeviceList;
if (pDeviceList.GetNumDevices())
{
char* defDevName = pDeviceList.GetDeviceName(pDeviceList.GetDefaultDevice());
INFO_LOG(AUDIO, "Found OpenAL device %s", defDevName);
ALCdevice* pDevice = alcOpenDevice(defDevName);
if (pDevice)
{
ALCcontext* pContext = alcCreateContext(pDevice, nullptr);
if (pContext)
{
// Used to determine an appropriate period size (2x period = total buffer size)
// ALCint refresh;
// alcGetIntegerv(pDevice, ALC_REFRESH, 1, &refresh);
// period_size_in_millisec = 1000 / refresh;
alcMakeContextCurrent(pContext);
thread = std::thread(&OpenALStream::SoundLoop, this);
bReturn = true;
}
else
{
alcCloseDevice(pDevice);
PanicAlertT("OpenAL: can't create context for device %s", defDevName);
}
}
else
{
PanicAlertT("OpenAL: can't open device %s", defDevName);
}
}
else
{
PanicAlertT("OpenAL: can't find sound devices");
}
// Initialize DPL2 parameters
DPL2Reset();
soundTouch.clear();
return bReturn;
}
示例4: SoundLoop
//.........这里部分代码省略.........
u64 audio_dma_period = SystemTimers::GetTicksPerSecond() /
(AudioInterface::GetAIDSampleRate() * stereo_16_bit_size / dma_length);
u64 num_samples_to_render =
(audio_dma_period * ais_samples_per_second) / SystemTimers::GetTicksPerSecond();
unsigned int numSamples = (unsigned int)num_samples_to_render;
unsigned int minSamples =
surround_capable ? 240 : 0; // DPL2 accepts 240 samples minimum (FWRDURATION)
numSamples = (numSamples > OAL_MAX_SAMPLES) ? OAL_MAX_SAMPLES : numSamples;
numSamples = m_mixer->Mix(realtimeBuffer, numSamples, false);
// Convert the samples from short to float
float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS];
for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
dest[i] = (float)realtimeBuffer[i] / (1 << 15);
soundTouch.putSamples(dest, numSamples);
double rate = (double)m_mixer->GetCurrentSpeed();
if (rate <= 0)
{
Core::RequestRefreshInfo();
rate = (double)m_mixer->GetCurrentSpeed();
}
// Place a lower limit of 10% speed. When a game boots up, there will be
// many silence samples. These do not need to be timestretched.
if (rate > 0.10)
{
soundTouch.setTempo(rate);
if (rate > 10)
{
soundTouch.clear();
}
}
unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers);
if (nSamples <= minSamples)
continue;
if (surround_capable)
{
float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
DPL2Decode(sampleBuffer, nSamples, dpl2);
// zero-out the subwoofer channel - DPL2Decode generates a pretty
// good 5.0 but not a good 5.1 output. Sadly there is not a 5.0
// AL_FORMAT_50CHN32 to make this super-explicit.
// DPL2Decode output: LEFTFRONT, RIGHTFRONT, CENTREFRONT, (sub), LEFTREAR, RIGHTREAR
for (u32 i = 0; i < nSamples; ++i)
{
dpl2[i * SURROUND_CHANNELS + 3 /*sub/lfe*/] = 0.0f;
}
if (float32_capable)
{
alBufferData(uiBuffers[nextBuffer], AL_FORMAT_51CHN32, dpl2,
nSamples * FRAME_SURROUND_FLOAT, ulFrequency);
}
else if (fixed32_capable)
{
int surround_int32[OAL_MAX_SAMPLES * SURROUND_CHANNELS * OAL_MAX_BUFFERS];
for (u32 i = 0; i < nSamples * SURROUND_CHANNELS; ++i)
示例5: SoundLoop
//.........这里部分代码省略.........
numSamples = m_mixer->Mix(realtimeBuffer, numSamples, false);
// Convert the samples from short to float
float dest[OAL_MAX_SAMPLES * STEREO_CHANNELS];
for (u32 i = 0; i < numSamples * STEREO_CHANNELS; ++i)
dest[i] = (float)realtimeBuffer[i] / (1 << 16);
soundTouch.putSamples(dest, numSamples);
if (iBuffersProcessed == iBuffersFilled)
{
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &iBuffersProcessed);
iBuffersFilled = 0;
}
if (iBuffersProcessed)
{
float rate = m_mixer->GetCurrentSpeed();
if (rate <= 0)
{
Core::RequestRefreshInfo();
rate = m_mixer->GetCurrentSpeed();
}
// Place a lower limit of 10% speed. When a game boots up, there will be
// many silence samples. These do not need to be timestretched.
if (rate > 0.10)
{
// Adjust SETTING_SEQUENCE_MS to balance between lag vs hollow audio
soundTouch.setSetting(SETTING_SEQUENCE_MS, (int)(1 / (rate * rate)));
soundTouch.setTempo(rate);
if (rate > 10)
{
soundTouch.clear();
}
}
unsigned int nSamples = soundTouch.receiveSamples(sampleBuffer, OAL_MAX_SAMPLES * numBuffers);
if (nSamples <= minSamples)
continue;
// Remove the Buffer from the Queue. (uiBuffer contains the Buffer ID for the unqueued Buffer)
if (iBuffersFilled == 0)
{
alSourceUnqueueBuffers(uiSource, iBuffersProcessed, uiBufferTemp);
ALenum err = alGetError();
if (err != 0)
{
ERROR_LOG(AUDIO, "Error unqueuing buffers: %08x", err);
}
}
if (surround_capable)
{
float dpl2[OAL_MAX_SAMPLES * OAL_MAX_BUFFERS * SURROUND_CHANNELS];
dpl2decode(sampleBuffer, nSamples, dpl2);
alBufferData(uiBufferTemp[iBuffersFilled], AL_FORMAT_51CHN32, dpl2, nSamples * FRAME_SURROUND_FLOAT, ulFrequency);
ALenum err = alGetError();
if (err == AL_INVALID_ENUM)
{
// 5.1 is not supported by the host, fallback to stereo
WARN_LOG(AUDIO, "Unable to set 5.1 surround mode. Updating OpenAL Soft might fix this issue.");
surround_capable = false;
}
else if (err != 0)