70 lines
2.7 KiB
C++
70 lines
2.7 KiB
C++
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/*******************************************************************************/
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/* Copyright (C) 2008 Jonathan Moore Liles */
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/* */
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/* This program is free software; you can redistribute it and/or modify it */
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/* under the terms of the GNU General Public License as published by the */
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/* Free Software Foundation; either version 2 of the License, or (at your */
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/* option) any later version. */
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/* */
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/* This program is distributed in the hope that it will be useful, but WITHOUT */
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/* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or */
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/* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for */
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/* more details. */
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/* */
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/* You should have received a copy of the GNU General Public License along */
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/* with This program; see the file COPYING. If not,write to the Free Software */
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/* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */
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/*******************************************************************************/
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#pragma once
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#include "Mutex.H"
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#include <jack/jack.h>
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typedef jack_nframes_t nframes_t;
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class Port;
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class Engine : public Mutex
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{
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jack_client_t *_client;
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/* I know locking out the process callback is cheating, even
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though we use trylock... The thing is, every other DAW does
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this too and you can hear it in the glitches Ardour and friends
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produce when reconfiguring I/O... Working out a message queue
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system would obviously be better, but a DAW isn't a performance
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instrument anyway, so I think these drop-outs are a reasonable
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compromise. Obviously, this lock should never be held during
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blocking operations. */
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int _buffers_dropped; /* buffers dropped because of locking */
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static int process ( nframes_t nframes, void *arg );
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int process ( nframes_t nframes );
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static int sync ( jack_transport_state_t state, jack_position_t *pos, void *arg );
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int sync ( jack_transport_state_t state, jack_position_t *pos );
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private:
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friend class Port;
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jack_client_t * client ( void ) { return _client; }
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public:
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Engine ( );
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int init ( void );
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void request_locate ( nframes_t frame );
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nframes_t nframes ( void ) const { return jack_get_buffer_size( _client ); }
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float frame_rate ( void ) const { return jack_get_sample_rate( _client ); }
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};
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extern Engine * engine;
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