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/*
* 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.
*
* <pre>
* <code>
* // 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 );
* </code>
* </pre>
*
* The callback will be passed QueueDataEvents.
*
* <pre>
* <code>
* class TestQueueCallback implements UnitDataQueueCallback
* {
* public void started( QueueDataEvent event )
* {
* System.out.println("CALLBACK: Envelope started.");
* }
*
* public void looped( QueueDataEvent event )
* {
* System.out.println("CALLBACK: Envelope looped.");
* }
*
* public void finished( QueueDataEvent event )
* {
* System.out.println("CALLBACK: Envelope finished.");
* }
* }
* </code>
* </pre>
*
* @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;
}
}
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