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SFBAudioEngine is a set of C++ classes enabling applications to easily play audio in the following formats:

In addition to playback, SFBAudioEngine supports reading and writing of metadata for most supported formats.

SFBAudioEngine uses C++11 language features (such as delegated constructors and range-based for), but not C++11 STL features (such as std::shared_ptr). This means that clang must be used to compile SFBAudioEngine and any application using it, but either GNU's libstdc++ or clang's libc++ may be used provided that SFBAudioEngine's dependencies are compiled using the same library.

A command line audio player using SFBAudioEngine is as simple as:

#include <CoreFoundation/CoreFoundation.h>

#include "SFBAudioEngine/AudioDecoder.h"
#include "SFBAudioEngine/AudioPlayer.h"

#include <unistd.h>

int main(int argc, char *argv [])
{
	if(1 == argc) {
		printf("Usage: %s file [file ...]\n", argv[0]);
		return EXIT_FAILURE;
	}
	
	AudioPlayer player;
	
	while(0 < --argc) {
		const char *path = *++argv;
		CFURLRef fileURL = CFURLCreateFromFileSystemRepresentation(kCFAllocatorDefault, 
																   reinterpret_cast<const UInt8 *>(path), 
																   strlen(path), 
																   FALSE);

		AudioDecoder *decoder = AudioDecoder::CreateDecoderForURL(fileURL);

		CFRelease(fileURL), fileURL = NULL;
		
		if(NULL == decoder) {
			puts("Couldn't create decoder");
			continue;
		}

		if(!player.Enqueue(decoder)) {
			puts("Couldn't enqueue decoder");
			delete decoder, decoder = NULL;
		}
	}

	player.Play();

	// Display progress every 2 seconds
	while(player.IsPlaying()) {
		CFRunLoopRunInMode(kCFRunLoopDefaultMode, 2, true);
		printf("%.2f / %.2f [%.2f]\n", player.GetCurrentTime(), player.GetTotalTime(), player.GetRemainingTime());
	}

	player.Stop();

	return EXIT_SUCCESS;
}