// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qaudio.h" #include "qaudiodevice.h" #include "qaudiosystem_p.h" #include "qaudiosink.h" #include #include QT_BEGIN_NAMESPACE /*! \class QAudioSink \brief The QAudioSink class provides an interface for sending audio data to an audio output device. \inmodule QtMultimedia \ingroup multimedia \ingroup multimedia_audio You can construct an audio output with the system's default audio output device. It is also possible to create QAudioSink with a specific QAudioDevice. When you create the audio output, you should also send in the QAudioFormat to be used for the playback (see the QAudioFormat class description for details). To play a file: Starting to play an audio stream is simply a matter of calling start() with a QIODevice. QAudioSink will then fetch the data it needs from the io device. So playing back an audio file is as simple as: \snippet multimedia-snippets/audio.cpp Audio output class members \snippet multimedia-snippets/audio.cpp Audio output setup The file will start playing assuming that the audio system and output device support it. If you run out of luck, check what's up with the error() function. After the file has finished playing, we need to stop the device: \snippet multimedia-snippets/audio.cpp Audio output state changed At any given time, the QAudioSink will be in one of four states: active, suspended, stopped, or idle. These states are described by the QAudio::State enum. State changes are reported through the stateChanged() signal. You can use this signal to, for instance, update the GUI of the application; the mundane example here being changing the state of a \c { play/pause } button. You request a state change directly with suspend(), stop(), reset(), resume(), and start(). If an error occurs, you can fetch the \l{QAudio::Error}{error type} with the error() function. Please see the QAudio::Error enum for a description of the possible errors that are reported. When an error is encountered, the state changes to QAudio::StoppedState. You can check for errors by connecting to the stateChanged() signal: \snippet multimedia-snippets/audio.cpp Audio output state changed \sa QAudioSource, QAudioDevice */ /*! Construct a new audio output and attach it to \a parent. The default audio output device is used with the output \a format parameters. */ QAudioSink::QAudioSink(const QAudioFormat &format, QObject *parent) : QAudioSink({}, format, parent) { } /*! Construct a new audio output and attach it to \a parent. The device referenced by \a audioDevice is used with the output \a format parameters. */ QAudioSink::QAudioSink(const QAudioDevice &audioDevice, const QAudioFormat &format, QObject *parent): QObject(parent) { d = QPlatformMediaDevices::instance()->audioOutputDevice(format, audioDevice, parent); if (d) connect(d, SIGNAL(stateChanged(QAudio::State)), SIGNAL(stateChanged(QAudio::State))); else qWarning() << ("No audio device detected"); } /*! \fn bool QAudioSink::isNull() const Returns \c true is the QAudioSink instance is \c null, otherwise returns \c false. */ /*! Destroys this audio output. This will release any system resources used and free any buffers. */ QAudioSink::~QAudioSink() { delete d; } /*! Returns the QAudioFormat being used. */ QAudioFormat QAudioSink::format() const { return d ? d->format() : QAudioFormat(); } /*! Starts transferring audio data from the \a device to the system's audio output. The \a device must have been opened in the \l{QIODevice::ReadOnly}{ReadOnly} or \l{QIODevice::ReadWrite}{ReadWrite} modes. If the QAudioSink is able to successfully output audio data, state() returns QAudio::ActiveState, error() returns QAudio::NoError and the stateChanged() signal is emitted. If a problem occurs during this process, error() returns QAudio::OpenError, state() returns QAudio::StoppedState and the stateChanged() signal is emitted. \sa QIODevice */ void QAudioSink::start(QIODevice* device) { if (!d) return; d->elapsedTime.restart(); d->start(device); } /*! Returns a pointer to the internal QIODevice being used to transfer data to the system's audio output. The device will already be open and \l{QIODevice::write()}{write()} can write data directly to it. \note The pointer will become invalid after the stream is stopped or if you start another stream. If the QAudioSink is able to access the system's audio device, state() returns QAudio::IdleState, error() returns QAudio::NoError and the stateChanged() signal is emitted. If a problem occurs during this process, error() returns QAudio::OpenError, state() returns QAudio::StoppedState and the stateChanged() signal is emitted. \sa QIODevice */ QIODevice* QAudioSink::start() { if (!d) return nullptr; d->elapsedTime.restart(); return d->start(); } /*! Stops the audio output, detaching from the system resource. Sets error() to QAudio::NoError, state() to QAudio::StoppedState and emit stateChanged() signal. */ void QAudioSink::stop() { if (d) d->stop(); } /*! Drops all audio data in the buffers, resets buffers to zero. */ void QAudioSink::reset() { if (d) d->reset(); } /*! Stops processing audio data, preserving buffered audio data. Sets error() to QAudio::NoError, state() to QAudio::SuspendedState and emits stateChanged() signal. */ void QAudioSink::suspend() { if (d) d->suspend(); } /*! Resumes processing audio data after a suspend(). Sets error() to QAudio::NoError. Sets state() to QAudio::ActiveState if you previously called start(QIODevice*). Sets state() to QAudio::IdleState if you previously called start(). emits stateChanged() signal. */ void QAudioSink::resume() { if (d) d->resume(); } /*! Returns the number of free bytes available in the audio buffer. \note The returned value is only valid while in QAudio::ActiveState or QAudio::IdleState state, otherwise returns zero. */ qsizetype QAudioSink::bytesFree() const { return d ? d->bytesFree() : 0; } /*! Sets the audio buffer size to \a value in bytes. \note This function can be called anytime before start(). Calls to this are ignored after start(). It should not be assumed that the buffer size set is the actual buffer size used - call bufferSize() anytime after start() to return the actual buffer size being used. */ void QAudioSink::setBufferSize(qsizetype value) { if (d) d->setBufferSize(value); } /*! Returns the audio buffer size in bytes. If called before start(), returns platform default value. If called before start() but setBufferSize() was called prior, returns value set by setBufferSize(). If called after start(), returns the actual buffer size being used. This may not be what was set previously by setBufferSize(). */ qsizetype QAudioSink::bufferSize() const { return d ? d->bufferSize() : 0; } /*! Returns the amount of audio data processed since start() was called (in microseconds). */ qint64 QAudioSink::processedUSecs() const { return d ? d->processedUSecs() : 0; } /*! Returns the microseconds since start() was called, including time in Idle and Suspend states. */ qint64 QAudioSink::elapsedUSecs() const { return state() == QAudio::StoppedState ? 0 : d->elapsedTime.nsecsElapsed()/1000; } /*! Returns the error state. */ QAudio::Error QAudioSink::error() const { return d ? d->error() : QAudio::OpenError; } /*! Returns the state of audio processing. */ QAudio::State QAudioSink::state() const { return d ? d->state() : QAudio::StoppedState; } /*! Sets the output volume to \a volume. The volume is scaled linearly from \c 0.0 (silence) to \c 1.0 (full volume). Values outside this range will be clamped. The default volume is \c 1.0. \note Adjustments to the volume will change the volume of this audio stream, not the global volume. UI volume controls should usually be scaled non-linearly. For example, using a logarithmic scale will produce linear changes in perceived loudness, which is what a user would normally expect from a volume control. See QAudio::convertVolume() for more details. */ void QAudioSink::setVolume(qreal volume) { if (!d) return; qreal v = qBound(qreal(0.0), volume, qreal(1.0)); d->setVolume(v); } /*! Returns the volume between 0.0 and 1.0 inclusive. */ qreal QAudioSink::volume() const { return d ? d->volume() : 1.0; } /*! \fn QAudioSink::stateChanged(QAudio::State state) This signal is emitted when the device \a state has changed. This is the current state of the audio output. */ QT_END_NAMESPACE #include "moc_qaudiosink.cpp"