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// Copyright (c) 2008-2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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/**
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@file
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@internalTechnology
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*/
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#ifndef MMFDATAPATH2_H
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#define MMFDATAPATH2_H
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#include <mmf/common/mmfcontroller.h>
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#include <mmf/server/mmfdatasource.h>
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#include <mmf/server/mmfdatasink.h>
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#include <mmf/server/mmfcodec.h>
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#include <mmf/server/mmfbuffer.h>
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#include <mmf/common/mmfutilities.h>
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#include <mmf/server/mmfformat.h>
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#include <mmf/server/mmfsubthreadbase.h>
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#include <mmf/server/mmfdatapath.h>
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/**
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This class is an extended version of CMMFDataPath. CMMFDataPath is extended to implement the loop play
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functionality in the controller. This class overrides some of the virual functions of CMMFDataPath in order to
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implement the loop play functionality. All the controller plugins that require loop play functionality should
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use CMMFDataPath2 in place of CMMFDataPath.
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@see CMMFDataPath
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*/
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class CMMFDataPath2 : public CMMFDataPath
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{
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public:
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//CMMFDataPath2 constructor if codec Uid is not already known by CMMFController
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//and there is no data path ambiguity - ie only one data path is possible
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IMPORT_C static CMMFDataPath2* NewL(MAsyncEventHandler& aEventHandler);
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//CMMFDataPath2 constructor if codec Uid is not already known by CMMFController
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//and there is ambiguity ie more than one possible data path TMediaId used to select path
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IMPORT_C static CMMFDataPath2* NewL(TMediaId aMediaId, MAsyncEventHandler& aEventHandler);
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//CMMFDataPath2 constructor if codec Uid is already known by CMMFController
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//and there is no data path ambiguity - ie only one data path is possible
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IMPORT_C static CMMFDataPath2* NewL(TUid aCodecUid, MAsyncEventHandler& aEventHandler);
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//CMMFDataPath2 constructor if codec Uid is already known by CMMFController
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//and there is ambiguity ie more than one possible data path TMediaId used to select path
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IMPORT_C static CMMFDataPath2* NewL(TUid aCodecUid, TMediaId aMediaId, MAsyncEventHandler& aEventHandler);
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virtual ~CMMFDataPath2();
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virtual void BufferFilledL(CMMFBuffer* aBuffer); //called by the CMMFDataPath's MDataSource when it has filled the buffer
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virtual void PrimeL();
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virtual void PlayL();
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virtual void Pause();
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virtual void Stop();
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virtual void SetPositionL(const TTimeIntervalMicroSeconds& aPosition);
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virtual TTimeIntervalMicroSeconds Position() const;
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// Called when source and sink needs to be de-referenced
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virtual void ResetL();
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void RunL();
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// Set Repeats.
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IMPORT_C void SetRepeats(TInt aRepeatNumberOfTimes, const TTimeIntervalMicroSeconds& aTrailingSilence);
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IMPORT_C void SetDrmProperties(MDataSource* iDrmSource, TBool *aDisableAutoIntent);
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IMPORT_C void RetainRepeatInfo();
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IMPORT_C void PreEmptionPause();
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protected:
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CMMFDataPath2(TMediaId aMediaId, MAsyncEventHandler& aEventHandler);
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void ConstructL(TUid aCodecUid = KNullUid);
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void FillSourceBufferL();
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void DoFillSourceBufferL();
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TTimeIntervalMicroSeconds CalculateAudioOutputPosition() const;
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//called when trailing silence playback is complete
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static TInt RepeatTrailingSilenceTimerComplete(TAny* aDataPath);
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TInt DoRepeatTrailingSilenceTimerCompleteL();
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void PlaySilence();
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void DoStopL();
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void DoPauseL();
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void DoCancel();
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TTimeIntervalMicroSeconds OutputPosition() const;
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void DoPreEmptionPauseL();
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protected:
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/**
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The number of times to repeat the audio sample.
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*/
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TInt iNumberOfTimesToRepeat;
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/**
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The number of times played.
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*/
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TInt iNumberOfTimesPlayed;
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/**
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The time interval of the trailing silence in microseconds.
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*/
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TTimeIntervalMicroSeconds iTrailingSilence;
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/**
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The time interval of the trailing silence left to play in microseconds.
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*/
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TTimeIntervalMicroSeconds iTrailingSilenceLeftToPlay;
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/**
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The time left for the play will be completed in a particular repeat
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*/
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TTimeIntervalMicroSeconds iTimeLeftToPlayComplete;
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/**
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Timer used for trailing silences when repeating
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*/
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CPeriodic* iRepeatTrailingSilenceTimer;
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//This variable stores the devsound time played when the play is repositioned
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TTimeIntervalMicroSeconds iDevSoundRepositionTime;
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//states when the silence period between repeats needs to be verified
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TBool iVerifyPlayComplete;
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//For Drm implementation during repeats
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MDataSource* iDrmSource;
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TBool* iDisableAutoIntent;
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TBool iRetainRepeatInfo;
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TBool iGetTimePlayedSupported;
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TBool iIsResumeSupported;
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TBool iIsUsingResumeSupport;
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TBool iPauseCalledInsilence;
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};
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#endif
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