#define LIBDCP_SOUND_ASSET_H
/** @file src/sound_asset.h
- * @brief An asset made up of WAV files
+ * @brief An asset made up of PCM audio data files
*/
-#include "asset.h"
+#include "mxf_asset.h"
#include "types.h"
namespace libdcp
{
+class SoundFrame;
+
+class SoundAsset;
+
+class SoundAssetWriter
+{
+public:
+ ~SoundAssetWriter ();
+
+ void write (float const * const *, int);
+ void finalize ();
+
+private:
+ friend class SoundAsset;
+
+ SoundAssetWriter (SoundAsset *);
+
+ /* no copy construction */
+ SoundAssetWriter (SoundAssetWriter const &);
+ SoundAssetWriter& operator= (SoundAssetWriter const &);
+
+ void write_current_frame ();
+
+ /* do this with an opaque pointer so we don't have to include
+ ASDCP headers
+ */
+
+ struct ASDCPState;
+ boost::shared_ptr<ASDCPState> _state;
+
+ SoundAsset* _asset;
+ bool _finalized;
+ int _frames_written;
+ int _frame_buffer_offset;
+};
+
/** @brief An asset made up of WAV files */
-class SoundAsset : public Asset
+class SoundAsset : public MXFAsset
{
public:
- /** Construct a SoundAsset, generating the MXF from the WAV files.
+ /** Construct a SoundAsset, generating the MXF from some WAV files.
* This may take some time; progress is indicated by emission of the Progress signal.
* @param files Pathnames of sound files, in the order Left, Right, Centre, Lfe (sub), Left surround, Right surround.
* @param directory Directory in which to create MXF file.
* @param mxf_name Name of MXF file to create.
* @param progress Signal to inform of progress.
* @param fps Frames per second.
- * @param length Length in frames.
+ * @param intrinsic_duration Length of the whole asset in frames.
+ * Note that this is different to entry_point in that the asset will contain no data before start_frame.
*/
SoundAsset (
std::vector<std::string> const & files,
std::string directory,
std::string mxf_name,
- sigc::signal1<void, float>* progress,
+ boost::signals2::signal<void (float)>* progress,
int fps,
- int length
+ int intrinsic_duration
);
- /** Construct a SoundAsset, generating the MXF from the WAV files.
+ /** Construct a SoundAsset, generating the MXF from some WAV files.
* This may take some time; progress is indicated by emission of the Progress signal.
* @param get_path Functor which returns a WAV file path for a given channel.
* @param directory Directory in which to create MXF file.
* @param mxf_name Name of MXF file to create.
* @param progress Signal to inform of progress.
* @param fps Frames per second.
- * @param length Length in frames.
+ * @param intrinsic_duration Length of the whole asset in frames.
* @param channels Number of audio channels.
*/
SoundAsset (
- sigc::slot<std::string, Channel> get_path,
+ boost::function<std::string (Channel)> get_path,
std::string directory,
std::string mxf_name,
- sigc::signal1<void, float>* progress,
+ boost::signals2::signal<void (float)>* progress,
int fps,
- int length,
+ int intrinsic_duration,
int channels
);
+ SoundAsset (
+ std::string directory,
+ std::string mxf_name
+ );
+
SoundAsset (
std::string directory,
std::string mxf_name,
int fps,
- int length
+ int channels,
+ int sampling_rate
);
+
+ boost::shared_ptr<SoundAssetWriter> start_write ();
/** Write details of this asset to a CPL stream.
* @param s Stream.
*/
void write_to_cpl (std::ostream& s) const;
- std::list<std::string> equals (boost::shared_ptr<const Asset> other, EqualityOptions opt) const;
+ bool equals (boost::shared_ptr<const Asset> other, EqualityOptions opt, boost::function<void (NoteType, std::string)> note) const;
+
+ boost::shared_ptr<const SoundFrame> get_frame (int n) const;
+ int channels () const {
+ return _channels;
+ }
+
+ int sampling_rate () const {
+ return _sampling_rate;
+ }
+
private:
- void construct (sigc::slot<std::string, Channel> get_path);
+ void construct (boost::function<std::string (Channel)> get_path);
std::string path_from_channel (Channel channel, std::vector<std::string> const & files);
/** Number of channels in the asset */
int _channels;
+ int _sampling_rate;
};
}