/*
* Copyright (c) 2007 - 2008 by Damien Di Fede <ddf@compartmental.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Library General Public License as published
* by the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
package ddf.minim;
import ddf.minim.spi.AudioRecording;
/**
* <code>AudioSnippet</code> is a simple wrapper around a JavaSound
* <code>Clip</code> (It isn't called AudioClip because that's an interface
* defined in the package java.applet). It provides almost the exact same
* functionality, the main difference being that length, position, and cue are
* expressed in milliseconds instead of microseconds. You can obtain an
* <code>AudioSnippet</code> by using {@link Minim#loadSnippet(String)}. One
* of the limitations of <code>AudioSnippet</code> is that you do not have
* access to the audio samples as they are played. However, you are spared all
* of the overhead associated with making samples available. An
* <code>AudioSnippet</code> is a good choice if all you need to do is play a
* short sound at some point. If your aim is to repeatedly trigger a sound, you
* should use an {@link AudioSample} instead.
*
* @author Damien Di Fede
*/
/** @deprecated */
public class AudioSnippet extends Controller implements Playable
{
private AudioRecording recording;
public AudioSnippet(AudioRecording rec)
{
super(rec.getControls());
rec.open();
recording = rec;
}
public void play()
{
recording.play();
}
public void play(int millis)
{
cue(millis);
play();
}
public void pause()
{
recording.pause();
}
public void rewind()
{
cue(0);
}
public void loop()
{
recording.loop(Minim.LOOP_CONTINUOUSLY);
}
public void loop(int n)
{
recording.loop(n);
}
public int loopCount()
{
return recording.getLoopCount();
}
public int length()
{
return recording.getMillisecondLength();
}
public int position()
{
return recording.getMillisecondPosition();
}
public void cue(int millis)
{
if (millis < 0)
millis = 0;
if (millis > length())
millis = length();
recording.setMillisecondPosition(millis);
}
public void skip(int millis)
{
int pos = position() + millis;
if (pos < 0)
pos = 0;
else if (pos > length())
pos = length();
recording.setMillisecondPosition(pos);
}
public boolean isLooping()
{
return recording.getLoopCount() != 0;
}
public boolean isPlaying()
{
return recording.isPlaying();
}
/**
* Closes the snippet so that any resources it is using can be released. This
* should be called when you are finished using this snippet.
*
*/
public void close()
{
recording.close();
}
public AudioMetaData getMetaData()
{
return recording.getMetaData();
}
public void setLoopPoints(int start, int stop)
{
recording.setLoopPoints(start, stop);
}
}