本文整理汇总了C++中soundtouch::SoundTouch::setTempo方法的典型用法代码示例。如果您正苦于以下问题:C++ SoundTouch::setTempo方法的具体用法?C++ SoundTouch::setTempo怎么用?C++ SoundTouch::setTempo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::setTempo方法的2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: SoundLoop
void OpenALStream::SoundLoop()
{
Common::SetCurrentThreadName("Audio thread - openal");
bool surround_capable = SConfig::GetInstance().bDPL2Decoder;
bool float32_capable = false;
bool fixed32_capable = false;
#if defined(__APPLE__)
surround_capable = false;
#endif
u32 ulFrequency = m_mixer->GetSampleRate();
numBuffers = SConfig::GetInstance().iLatency + 2; // OpenAL requires a minimum of two buffers
memset(uiBuffers, 0, numBuffers * sizeof(ALuint));
uiSource = 0;
if (alIsExtensionPresent("AL_EXT_float32"))
float32_capable = true;
// As there is no extension to check for 32-bit fixed point support
// and we know that only a X-Fi with hardware OpenAL supports it,
// we just check if one is being used.
if (strstr(alGetString(AL_RENDERER), "X-Fi"))
fixed32_capable = true;
// Clear error state before querying or else we get false positives.
ALenum err = alGetError();
// Generate some AL Buffers for streaming
alGenBuffers(numBuffers, (ALuint*)uiBuffers);
err = CheckALError("generating buffers");
// Generate a Source to playback the Buffers
alGenSources(1, &uiSource);
err = CheckALError("generating sources");
// Set the default sound volume as saved in the config file.
alSourcef(uiSource, AL_GAIN, fVolume);
// TODO: Error handling
// ALenum err = alGetError();
unsigned int nextBuffer = 0;
unsigned int numBuffersQueued = 0;
ALint iState = 0;
soundTouch.setChannels(2);
soundTouch.setSampleRate(ulFrequency);
soundTouch.setTempo(1.0);
soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
soundTouch.setSetting(SETTING_OVERLAP_MS, 12);
while (m_run_thread.IsSet())
{
// Block until we have a free buffer
int numBuffersProcessed;
alGetSourcei(uiSource, AL_BUFFERS_PROCESSED, &numBuffersProcessed);
if (numBuffers == numBuffersQueued && !numBuffersProcessed)
{
soundSyncEvent.Wait();
continue;
}
// Remove the Buffer from the Queue.
if (numBuffersProcessed)
{
ALuint unqueuedBufferIds[OAL_MAX_BUFFERS];
alSourceUnqueueBuffers(uiSource, numBuffersProcessed, unqueuedBufferIds);
err = CheckALError("unqueuing buffers");
numBuffersQueued -= numBuffersProcessed;
}
// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
const u32 stereo_16_bit_size = 4;
const u32 dma_length = 32;
const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
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);
//.........这里部分代码省略.........
示例2: SoundLoop
void OpenALStream::SoundLoop()
{
Common::SetCurrentThreadName("Audio thread - openal");
bool surround_capable = Core::g_CoreStartupParameter.bDPL2Decoder;
#if defined(__APPLE__)
bool float32_capable = false;
const ALenum AL_FORMAT_STEREO_FLOAT32 = 0;
// OSX does not have the alext AL_FORMAT_51CHN32 yet.
surround_capable = false;
const ALenum AL_FORMAT_51CHN32 = 0;
#else
bool float32_capable = true;
#endif
u32 ulFrequency = m_mixer->GetSampleRate();
numBuffers = Core::g_CoreStartupParameter.iLatency + 2; // OpenAL requires a minimum of two buffers
memset(uiBuffers, 0, numBuffers * sizeof(ALuint));
uiSource = 0;
// Generate some AL Buffers for streaming
alGenBuffers(numBuffers, (ALuint *)uiBuffers);
// Generate a Source to playback the Buffers
alGenSources(1, &uiSource);
// Short Silence
memset(sampleBuffer, 0, OAL_MAX_SAMPLES * numBuffers * FRAME_SURROUND_FLOAT);
memset(realtimeBuffer, 0, OAL_MAX_SAMPLES * FRAME_STEREO_SHORT);
for (int i = 0; i < numBuffers; i++)
{
if (surround_capable)
alBufferData(uiBuffers[i], AL_FORMAT_51CHN32, sampleBuffer, 4 * FRAME_SURROUND_FLOAT, ulFrequency);
else
alBufferData(uiBuffers[i], AL_FORMAT_STEREO16, realtimeBuffer, 4 * FRAME_STEREO_SHORT, ulFrequency);
}
alSourceQueueBuffers(uiSource, numBuffers, uiBuffers);
alSourcePlay(uiSource);
// Set the default sound volume as saved in the config file.
alSourcef(uiSource, AL_GAIN, fVolume);
// TODO: Error handling
//ALenum err = alGetError();
ALint iBuffersFilled = 0;
ALint iBuffersProcessed = 0;
ALint iState = 0;
ALuint uiBufferTemp[OAL_MAX_BUFFERS] = {0};
soundTouch.setChannels(2);
soundTouch.setSampleRate(ulFrequency);
soundTouch.setTempo(1.0);
soundTouch.setSetting(SETTING_USE_QUICKSEEK, 0);
soundTouch.setSetting(SETTING_USE_AA_FILTER, 0);
soundTouch.setSetting(SETTING_SEQUENCE_MS, 1);
soundTouch.setSetting(SETTING_SEEKWINDOW_MS, 28);
soundTouch.setSetting(SETTING_OVERLAP_MS, 12);
while (!threadData)
{
// num_samples_to_render in this update - depends on SystemTimers::AUDIO_DMA_PERIOD.
const u32 stereo_16_bit_size = 4;
const u32 dma_length = 32;
const u64 ais_samples_per_second = 48000 * stereo_16_bit_size;
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 << 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)
{
//.........这里部分代码省略.........