/* * Copyright (C) 2018 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef RHYTHMGAME_AASSETDATASOURCE_H #define RHYTHMGAME_AASSETDATASOURCE_H #include #include #include "DataSource.h" class AAssetDataSource : public DataSource { public: int64_t getSize() const override { return mBufferSize; } AudioProperties getProperties() const override { return mProperties; } const float* getData() const override { return mBuffer.get(); } static AAssetDataSource* newFromCompressedAsset( AAssetManager &assetManager, const char *filename, AudioProperties targetProperties); private: AAssetDataSource(std::unique_ptr data, size_t size, const AudioProperties properties) : mBuffer(std::move(data)) , mBufferSize(size) , mProperties(properties) { } const std::unique_ptr mBuffer; const int64_t mBufferSize; const AudioProperties mProperties; }; #endif //RHYTHMGAME_AASSETDATASOURCE_H