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//! Sources of sound and various filters.
use std::time::Duration;
use cpal::FromSample;
use crate::Sample;
pub use self::amplify::Amplify;
pub use self::blt::BltFilter;
pub use self::buffered::Buffered;
pub use self::channel_volume::ChannelVolume;
pub use self::crossfade::Crossfade;
pub use self::delay::Delay;
pub use self::done::Done;
pub use self::empty::Empty;
pub use self::empty_callback::EmptyCallback;
pub use self::fadein::FadeIn;
pub use self::from_factory::{from_factory, FromFactoryIter};
pub use self::from_iter::{from_iter, FromIter};
pub use self::mix::Mix;
pub use self::pausable::Pausable;
pub use self::periodic::PeriodicAccess;
pub use self::repeat::Repeat;
pub use self::samples_converter::SamplesConverter;
pub use self::sine::SineWave;
pub use self::skip::SkipDuration;
pub use self::skippable::Skippable;
pub use self::spatial::Spatial;
pub use self::speed::Speed;
pub use self::stoppable::Stoppable;
pub use self::take::TakeDuration;
pub use self::uniform::UniformSourceIterator;
pub use self::zero::Zero;
mod amplify;
mod blt;
mod buffered;
mod channel_volume;
mod crossfade;
mod delay;
mod done;
mod empty;
mod empty_callback;
mod fadein;
mod from_factory;
mod from_iter;
mod mix;
mod pausable;
mod periodic;
mod repeat;
mod samples_converter;
mod sine;
mod skip;
mod skippable;
mod spatial;
mod speed;
mod stoppable;
mod take;
mod uniform;
mod zero;
/// A source of samples.
///
/// # A quick lesson about sounds
///
/// ## Sampling
///
/// A sound is a vibration that propagates through air and reaches your ears. This vibration can
/// be represented as an analog signal.
///
/// In order to store this signal in the computer's memory or on the disk, we perform what is
/// called *sampling*. The consists in choosing an interval of time (for example 20µs) and reading
/// the amplitude of the signal at each interval (for example, if the interval is 20µs we read the
/// amplitude every 20µs). By doing so we obtain a list of numerical values, each value being
/// called a *sample*.
///
/// Therefore a sound can be represented in memory by a frequency and a list of samples. The
/// frequency is expressed in hertz and corresponds to the number of samples that have been
/// read per second. For example if we read one sample every 20µs, the frequency would be
/// 50000 Hz. In reality, common values for the frequency are 44100, 48000 and 96000.
///
/// ## Channels
///
/// But a frequency and a list of values only represent one signal. When you listen to a sound,
/// your left and right ears don't receive exactly the same signal. In order to handle this,
/// we usually record not one but two different signals: one for the left ear and one for the right
/// ear. We say that such a sound has two *channels*.
///
/// Sometimes sounds even have five or six channels, each corresponding to a location around the
/// head of the listener.
///
/// The standard in audio manipulation is to *interleave* the multiple channels. In other words,
/// in a sound with two channels the list of samples contains the first sample of the first
/// channel, then the first sample of the second channel, then the second sample of the first
/// channel, then the second sample of the second channel, and so on. The same applies if you have
/// more than two channels. The rodio library only supports this schema.
///
/// Therefore in order to represent a sound in memory in fact we need three characteristics: the
/// frequency, the number of channels, and the list of samples.
///
/// ## The `Source` trait
///
/// A Rust object that represents a sound should implement the `Source` trait.
///
/// The three characteristics that describe a sound are provided through this trait:
///
/// - The number of channels can be retrieved with `channels`.
/// - The frequency can be retrieved with `sample_rate`.
/// - The list of values can be retrieved by iterating on the source. The `Source` trait requires
/// that the `Iterator` trait be implemented as well.
///
/// # Frames
///
/// The samples rate and number of channels of some sound sources can change by itself from time
/// to time.
///
/// > **Note**: As a basic example, if you play two audio files one after the other and treat the
/// > whole as a single source, then the channels and samples rate of that source may change at the
/// > transition between the two files.
///
/// However, for optimization purposes rodio supposes that the number of channels and the frequency
/// stay the same for long periods of time and avoids calling `channels()` and
/// `sample_rate` too frequently.
///
/// In order to properly handle this situation, the `current_frame_len()` method should return
/// the number of samples that remain in the iterator before the samples rate and number of
/// channels can potentially change.
///
pub trait Source: Iterator
where
Self::Item: Sample,
{
/// Returns the number of samples before the current frame ends. `None` means "infinite" or
/// "until the sound ends".
/// Should never return 0 unless there's no more data.
///
/// After the engine has finished reading the specified number of samples, it will check
/// whether the value of `channels()` and/or `sample_rate()` have changed.
fn current_frame_len(&self) -> Option<usize>;
/// Returns the number of channels. Channels are always interleaved.
fn channels(&self) -> u16;
/// Returns the rate at which the source should be played. In number of samples per second.
fn sample_rate(&self) -> u32;
/// Returns the total duration of this source, if known.
///
/// `None` indicates at the same time "infinite" or "unknown".
fn total_duration(&self) -> Option<Duration>;
/// Stores the source in a buffer in addition to returning it. This iterator can be cloned.
#[inline]
fn buffered(self) -> Buffered<Self>
where
Self: Sized,
{
buffered::buffered(self)
}
/// Mixes this source with another one.
#[inline]
fn mix<S>(self, other: S) -> Mix<Self, S>
where
Self: Sized,
Self::Item: FromSample<S::Item>,
S: Source,
S::Item: Sample,
{
mix::mix(self, other)
}
/// Repeats this source forever.
///
/// Note that this works by storing the data in a buffer, so the amount of memory used is
/// proportional to the size of the sound.
#[inline]
fn repeat_infinite(self) -> Repeat<Self>
where
Self: Sized,
{
repeat::repeat(self)
}
/// Takes a certain duration of this source and then stops.
#[inline]
fn take_duration(self, duration: Duration) -> TakeDuration<Self>
where
Self: Sized,
{
take::take_duration(self, duration)
}
/// Delays the sound by a certain duration.
///
/// The rate and channels of the silence will use the same format as the first frame of the
/// source.
#[inline]
fn delay(self, duration: Duration) -> Delay<Self>
where
Self: Sized,
{
delay::delay(self, duration)
}
/// Immediately skips a certain duration of this source.
///
/// If the specified duration is longer than the source itself, `skip_duration` will skip to the end of the source.
#[inline]
fn skip_duration(self, duration: Duration) -> SkipDuration<Self>
where
Self: Sized,
{
skip::skip_duration(self, duration)
}
/// Amplifies the sound by the given value.
#[inline]
fn amplify(self, value: f32) -> Amplify<Self>
where
Self: Sized,
{
amplify::amplify(self, value)
}
/// Mixes this sound fading out with another sound fading in for the given duration.
///
/// Only the crossfaded portion (beginning of self, beginning of other) is returned.
#[inline]
fn take_crossfade_with<S: Source>(self, other: S, duration: Duration) -> Crossfade<Self, S>
where
Self: Sized,
Self::Item: FromSample<S::Item>,
<S as Iterator>::Item: Sample,
{
crossfade::crossfade(self, other, duration)
}
/// Fades in the sound.
#[inline]
fn fade_in(self, duration: Duration) -> FadeIn<Self>
where
Self: Sized,
{
fadein::fadein(self, duration)
}
/// Calls the `access` closure on `Self` the first time the source is iterated and every
/// time `period` elapses.
///
/// Later changes in either `sample_rate()` or `channels_count()` won't be reflected in
/// the rate of access.
///
/// The rate is based on playback speed, so both the following will call `access` when the
/// same samples are reached:
/// `periodic_access(Duration::from_secs(1), ...).speed(2.0)`
/// `speed(2.0).periodic_access(Duration::from_secs(2), ...)`
#[inline]
fn periodic_access<F>(self, period: Duration, access: F) -> PeriodicAccess<Self, F>
where
Self: Sized,
F: FnMut(&mut Self),
{
periodic::periodic(self, period, access)
}
/// Changes the play speed of the sound. Does not adjust the samples, only the play speed.
#[inline]
fn speed(self, ratio: f32) -> Speed<Self>
where
Self: Sized,
{
speed::speed(self, ratio)
}
/// Adds a basic reverb effect.
///
/// This function requires the source to implement `Clone`. This can be done by using
/// `buffered()`.
///
/// # Example
///
/// ```ignore
/// use std::time::Duration;
///
/// let source = source.buffered().reverb(Duration::from_millis(100), 0.7);
/// ```
#[inline]
fn reverb(self, duration: Duration, amplitude: f32) -> Mix<Self, Delay<Amplify<Self>>>
where
Self: Sized + Clone,
{
let echo = self.clone().amplify(amplitude).delay(duration);
self.mix(echo)
}
/// Converts the samples of this source to another type.
#[inline]
fn convert_samples<D>(self) -> SamplesConverter<Self, D>
where
Self: Sized,
D: Sample,
{
SamplesConverter::new(self)
}
/// Makes the sound pausable.
// TODO: add example
#[inline]
fn pausable(self, initially_paused: bool) -> Pausable<Self>
where
Self: Sized,
{
pausable::pausable(self, initially_paused)
}
/// Makes the sound stoppable.
// TODO: add example
#[inline]
fn stoppable(self) -> Stoppable<Self>
where
Self: Sized,
{
stoppable::stoppable(self)
}
fn skippable(self) -> Skippable<Self>
where
Self: Sized,
{
skippable::skippable(self)
}
/// Applies a low-pass filter to the source.
/// **Warning**: Probably buggy.
#[inline]
fn low_pass(self, freq: u32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::low_pass(self, freq)
}
/// Applies a high-pass filter to the source.
#[inline]
fn high_pass(self, freq: u32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::high_pass(self, freq)
}
/// Applies a low-pass filter to the source while allowing the q (badnwidth) to be changed.
#[inline]
fn low_pass_with_q(self, freq: u32, q: f32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::low_pass_with_q(self, freq, q)
}
/// Applies a high-pass filter to the source while allowing the q (badnwidth) to be changed.
#[inline]
fn high_pass_with_q(self, freq: u32, q: f32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::high_pass_with_q(self, freq, q)
}
}
impl<S> Source for Box<dyn Source<Item = S>>
where
S: Sample,
{
#[inline]
fn current_frame_len(&self) -> Option<usize> {
(**self).current_frame_len()
}
#[inline]
fn channels(&self) -> u16 {
(**self).channels()
}
#[inline]
fn sample_rate(&self) -> u32 {
(**self).sample_rate()
}
#[inline]
fn total_duration(&self) -> Option<Duration> {
(**self).total_duration()
}
}
impl<S> Source for Box<dyn Source<Item = S> + Send>
where
S: Sample,
{
#[inline]
fn current_frame_len(&self) -> Option<usize> {
(**self).current_frame_len()
}
#[inline]
fn channels(&self) -> u16 {
(**self).channels()
}
#[inline]
fn sample_rate(&self) -> u32 {
(**self).sample_rate()
}
#[inline]
fn total_duration(&self) -> Option<Duration> {
(**self).total_duration()
}
}
impl<S> Source for Box<dyn Source<Item = S> + Send + Sync>
where
S: Sample,
{
#[inline]
fn current_frame_len(&self) -> Option<usize> {
(**self).current_frame_len()
}
#[inline]
fn channels(&self) -> u16 {
(**self).channels()
}
#[inline]
fn sample_rate(&self) -> u32 {
(**self).sample_rate()
}
#[inline]
fn total_duration(&self) -> Option<Duration> {
(**self).total_duration()
}
}