118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
/****************************************************************************
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** ScStw Libraries
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** Copyright (C) 2020 Itsblue development
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef SCSTWSTARTSOUNDPLAYER_H
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#define SCSTWSTARTSOUNDPLAYER_H
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#include <QObject>
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#include <QFile>
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#include <QAudioOutput>
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#include <QDebug>
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#include <QEventLoop>
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#include <QTimer>
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#include <QDateTime>
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#include <QSoundEffect>
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/*!
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* \brief The ScStwSoundPlayer class is used for ultra low latency sound playback of the speed clibing start tones and commands
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*/
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class ScStwSoundPlayer : public QObject
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{
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Q_OBJECT
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public:
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/*!
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* \brief ScStwSoundPlayer constructor
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* \param parent
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*/
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explicit ScStwSoundPlayer(QObject *parent = nullptr);
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private:
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/*!
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* \brief A map containing all sound files
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* 0: AtYourMarksSound
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* 1: ReadySound
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* 2: StartSound
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* 3: FalseStartSound
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*/
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QMap<int, QVariantMap> soundFiles;
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/*!
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* \brief The sound effect object
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*/
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QSoundEffect *soundEffect;
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/*!
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* \brief The QEventLoop used to wait for the sound to finish
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*/
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QEventLoop *waitLoop;
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/*!
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* \brief The QTimer to wait for the sound to finish
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*/
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QTimer *waitTimer;
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/*!
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* \brief The action that is currently played
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*/
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int currentlyPlayingAction;
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/*!
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* \brief Holds the time the playback started at
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*/
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double playingStartedAt;
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public slots:
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/*!
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* \brief Function to begin playing the sound of a certain state
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* \param action The action to play (0: AtYourMarks, 1:Ready, 2:Start)
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* \param volume The volume to play at
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* \param timeOfStop The time the playback actually started (msecs since epoch)
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* \return true if the playback was successfully started, false otherwise
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*/
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bool play(int action, double volume, double *timeOfStart = nullptr);
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/*!
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* \brief Function to wait for the playback to finish
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* \param timeOfStop the point in time when the plyback actually stopped (msecs since epoch)
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* \return false if there was any error (eg. there was no playback currently), true otherwise
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*/
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bool waitForSoundFinish(double *timeOfStop = nullptr);
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/*!
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* \brief Function to cancel the current playback
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*
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* Note that this function will automatically play the false start tone if the currently playing action is 2
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*
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* \param volume the volume to play the false start sound at
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* \return true if the playback was successfully stopped, false otherwise
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*/
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bool cancel(double volume = 0);
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private slots:
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signals:
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/*!
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* \brief Emitted whenever a playback started
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*/
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void playbackStarted();
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};
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#endif // SCSTWSTARTSOUNDPLAYER_H
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