Awesome
SFBAudioEngine is a set of C++ classes enabling applications to easily play audio in the following formats:
- WAVE
- AIFF
- Apple Lossless
- AAC
- FLAC
- MP3
- Musepack
- WavePack
- Ogg Vorbis
- Monkey's Audio
- Ogg Speex
- True Audio
- All other formats supported natively by Core Audio
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;
}