/* * Copyright 2009 Phil Burk, Mobileer Inc * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.jsyn.ports; import com.jsyn.data.SequentialData; import com.softsynth.shared.time.ScheduledCommand; /** * A command that can be used to queue SequentialData to a UnitDataQueuePort. Here is an example of * queuing data with a callback using this command. * *
 * 
 * 	// Queue an envelope with a completion callback.
 * 	QueueDataCommand command = envelopePlayer.dataQueue.createQueueDataCommand( envelope, 0,
 * 			envelope.getNumFrames() );
 * 	// Create an object to be called when the queued data is done.
 * 	TestQueueCallback callback = new TestQueueCallback();
 * 	command.setCallback( callback );
 * 	command.setNumLoops( 2 );
 * 	envelopePlayer.rate.set( 0.2 );
 * 	synth.queueCommand( command );
 *  
 * 
* * The callback will be passed QueueDataEvents. * *
 * 
 * 	class TestQueueCallback implements UnitDataQueueCallback
 * 	{
 * 		public void started( QueueDataEvent event )
 * 		{
 * 			LOGGER.debug("CALLBACK: Envelope started.");
 * 		}
 *
 * 		public void looped( QueueDataEvent event )
 * 		{
 * 			LOGGER.debug("CALLBACK: Envelope looped.");
 * 		}
 *
 * 		public void finished( QueueDataEvent event )
 * 		{
 * 			LOGGER.debug("CALLBACK: Envelope finished.");
 * 		}
 * 	}
 * 
 * 
* * @author Phil Burk 2009 Mobileer Inc */ public abstract class QueueDataCommand extends QueueDataEvent implements ScheduledCommand { protected SequentialDataCrossfade crossfadeData; protected SequentialData currentData; private static final long serialVersionUID = -1185274459972359536L; private UnitDataQueueCallback callback; public QueueDataCommand(UnitDataQueuePort port, SequentialData sequentialData, int startFrame, int numFrames) { super(port); if ((startFrame + numFrames) > sequentialData.getNumFrames()) { throw new IllegalArgumentException("tried to queue past end of data, " + (startFrame + numFrames)); } else if (startFrame < 0) { throw new IllegalArgumentException("tried to queue before start of data, " + startFrame); } this.sequentialData = sequentialData; this.currentData = sequentialData; crossfadeData = new SequentialDataCrossfade(); this.startFrame = startFrame; this.numFrames = numFrames; } @Override public abstract void run(); /** * If true then this item will be skipped if other items are queued after it. This flag allows * you to queue lots of small pieces of sound without making the queue very long. * * @param skipIfOthers */ public void setSkipIfOthers(boolean skipIfOthers) { this.skipIfOthers = skipIfOthers; } /** * If true then the queue will be cleared and this item will be started immediately. It is * better to use this flag than to clear the queue from the application because there could be a * gap before the next item is available. This is most useful when combined with * setCrossFadeIn(). * * @param immediate */ public void setImmediate(boolean immediate) { this.immediate = immediate; } public UnitDataQueueCallback getCallback() { return callback; } public void setCallback(UnitDataQueueCallback callback) { this.callback = callback; } public SequentialDataCrossfade getCrossfadeData() { return crossfadeData; } public void setCrossfadeData(SequentialDataCrossfade crossfadeData) { this.crossfadeData = crossfadeData; } public SequentialData getCurrentData() { return currentData; } public void setCurrentData(SequentialData currentData) { this.currentData = currentData; } /** * Stop the unit that contains this port after this command has finished. * * @param autoStop */ public void setAutoStop(boolean autoStop) { this.autoStop = autoStop; } /** * Set how many time the block should be repeated after the first time. For example, if you set * numLoops to zero the block will only be played once. If you set numLoops to one the block * will be played twice. * * @param numLoops number of times to loop back */ public void setNumLoops(int numLoops) { this.numLoops = numLoops; } /** * Number of frames to cross fade from the previous block to this block. This can be used to * avoid pops when making abrupt transitions. There must be frames available after the end of * the previous block to use for crossfading. The crossfade is linear. * * @param size */ public void setCrossFadeIn(int size) { this.crossFadeIn = size; } }