Inheritance diagram for ChannelRemappingAudioSource:

You can use this to increase or decrease the number of channels that an audio source uses, or to re-order those channels.
Call the reset() method before using it to set up a default mapping, and then the setInputChannelMapping() and setOutputChannelMapping() methods to create an appropriate mapping, otherwise no channels will be connected and it'll produce silence.
Public Member Functions | |
| ChannelRemappingAudioSource (AudioSource *const source, const bool deleteSourceWhenDeleted) | |
| Creates a remapping source that will pass on audio from the given input. | |
| ~ChannelRemappingAudioSource () | |
| Destructor. | |
| void | setNumberOfChannelsToProduce (const int requiredNumberOfChannels) throw () |
| Specifies a number of channels that this audio source must produce from its getNextAudioBlock() callback. | |
| void | clearAllMappings () throw () |
| Clears any mapped channels. | |
| void | setInputChannelMapping (const int destChannelIndex, const int sourceChannelIndex) throw () |
| Creates an input channel mapping. | |
| void | setOutputChannelMapping (const int sourceChannelIndex, const int destChannelIndex) throw () |
| Creates an output channel mapping. | |
| int | getRemappedInputChannel (const int inputChannelIndex) const throw () |
| Returns the channel from our input that will be sent to channel inputChannelIndex of our input audio source. | |
| int | getRemappedOutputChannel (const int outputChannelIndex) const throw () |
| Returns the output channel to which channel outputChannelIndex of our input audio source will be sent to. | |
| XmlElement * | createXml () const throw () |
| Returns an XML object to encapsulate the state of the mappings. | |
| void | restoreFromXml (const XmlElement &e) throw () |
| Restores the mappings from an XML object created by createXML(). | |
| void | prepareToPlay (int samplesPerBlockExpected, double sampleRate) |
| Tells the source to prepare for playing. | |
| void | releaseResources () |
| Allows the source to release anything it no longer needs after playback has stopped. | |
| void | getNextAudioBlock (const AudioSourceChannelInfo &bufferToFill) |
| Called repeatedly to fetch subsequent blocks of audio data. | |
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Creates a remapping source that will pass on audio from the given input.
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Destructor.
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Specifies a number of channels that this audio source must produce from its getNextAudioBlock() callback.
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Clears any mapped channels. After this, no channels are mapped, so this object will produce silence. Create some mappings with setInputChannelMapping() and setOutputChannelMapping(). |
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Creates an input channel mapping. When the getNextAudioBlock() method is called, the data in channel sourceChannelIndex of the incoming data will be sent to destChannelIndex of our input source.
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Creates an output channel mapping. When the getNextAudioBlock() method is called, the data returned in channel sourceChannelIndex by our input audio source will be copied to channel destChannelIndex of the final buffer.
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Returns the channel from our input that will be sent to channel inputChannelIndex of our input audio source.
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Returns the output channel to which channel outputChannelIndex of our input audio source will be sent to.
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Returns an XML object to encapsulate the state of the mappings.
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Restores the mappings from an XML object created by createXML().
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Tells the source to prepare for playing. The source can use this opportunity to initialise anything it needs to. Note that this method could be called more than once in succession without a matching call to releaseResources(), so make sure your code is robust and can handle that kind of situation.
Implements AudioSource. |
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Allows the source to release anything it no longer needs after playback has stopped. This will be called when the source is no longer going to have its getNextAudioBlock() method called, so it should release any spare memory, etc. that it might have allocated during the prepareToPlay() call. Note that there's no guarantee that prepareToPlay() will actually have been called before releaseResources(), and it may be called more than once in succession, so make sure your code is robust and doesn't make any assumptions about when it will be called.
Implements AudioSource. |
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Called repeatedly to fetch subsequent blocks of audio data. After calling the prepareToPlay() method, this callback will be made each time the audio playback hardware (or whatever other destination the audio data is going to) needs another block of data. It will generally be called on a high-priority system thread, or possibly even an interrupt, so be careful not to do too much work here, as that will cause audio glitches!
Implements AudioSource. |