rodio/source/mod.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697
//! Sources of sound and various filters.
use core::fmt;
use core::time::Duration;
use cpal::FromSample;
use crate::Sample;
pub use self::agc::AutomaticGainControl;
pub use self::amplify::Amplify;
pub use self::blt::BltFilter;
pub use self::buffered::Buffered;
pub use self::channel_volume::ChannelVolume;
pub use self::chirp::{chirp, Chirp};
pub use self::crossfade::Crossfade;
pub use self::delay::Delay;
pub use self::done::Done;
pub use self::empty::Empty;
pub use self::empty_callback::EmptyCallback;
pub use self::fadein::FadeIn;
pub use self::fadeout::FadeOut;
pub use self::from_factory::{from_factory, FromFactoryIter};
pub use self::from_iter::{from_iter, FromIter};
pub use self::linear_ramp::LinearGainRamp;
pub use self::mix::Mix;
pub use self::pausable::Pausable;
pub use self::periodic::PeriodicAccess;
pub use self::position::TrackPosition;
pub use self::repeat::Repeat;
pub use self::samples_converter::SamplesConverter;
pub use self::signal_generator::{Function, SignalGenerator};
pub use self::sine::SineWave;
pub use self::skip::SkipDuration;
pub use self::skippable::Skippable;
pub use self::spatial::Spatial;
pub use self::speed::Speed;
pub use self::stoppable::Stoppable;
pub use self::take::TakeDuration;
pub use self::uniform::UniformSourceIterator;
pub use self::zero::Zero;
mod agc;
mod amplify;
mod blt;
mod buffered;
mod channel_volume;
mod chirp;
mod crossfade;
mod delay;
mod done;
mod empty;
mod empty_callback;
mod fadein;
mod fadeout;
mod from_factory;
mod from_iter;
mod linear_ramp;
mod mix;
mod pausable;
mod periodic;
mod position;
mod repeat;
mod samples_converter;
mod signal_generator;
mod sine;
mod skip;
mod skippable;
mod spatial;
mod speed;
mod stoppable;
mod take;
mod uniform;
mod zero;
#[cfg(feature = "noise")]
mod noise;
#[cfg(feature = "noise")]
pub use self::noise::{pink, white, PinkNoise, WhiteNoise};
/// A source of samples.
///
/// # A quick lesson about sounds
///
/// ## Sampling
///
/// A sound is a vibration that propagates through air and reaches your ears. This vibration can
/// be represented as an analog signal.
///
/// In order to store this signal in the computer's memory or on the disk, we perform what is
/// called *sampling*. The consists in choosing an interval of time (for example 20µs) and reading
/// the amplitude of the signal at each interval (for example, if the interval is 20µs we read the
/// amplitude every 20µs). By doing so we obtain a list of numerical values, each value being
/// called a *sample*.
///
/// Therefore a sound can be represented in memory by a frequency and a list of samples. The
/// frequency is expressed in hertz and corresponds to the number of samples that have been
/// read per second. For example if we read one sample every 20µs, the frequency would be
/// 50000 Hz. In reality, common values for the frequency are 44100, 48000 and 96000.
///
/// ## Channels
///
/// But a frequency and a list of values only represent one signal. When you listen to a sound,
/// your left and right ears don't receive exactly the same signal. In order to handle this,
/// we usually record not one but two different signals: one for the left ear and one for the right
/// ear. We say that such a sound has two *channels*.
///
/// Sometimes sounds even have five or six channels, each corresponding to a location around the
/// head of the listener.
///
/// The standard in audio manipulation is to *interleave* the multiple channels. In other words,
/// in a sound with two channels the list of samples contains the first sample of the first
/// channel, then the first sample of the second channel, then the second sample of the first
/// channel, then the second sample of the second channel, and so on. The same applies if you have
/// more than two channels. The rodio library only supports this schema.
///
/// Therefore in order to represent a sound in memory in fact we need three characteristics: the
/// frequency, the number of channels, and the list of samples.
///
/// ## The `Source` trait
///
/// A Rust object that represents a sound should implement the `Source` trait.
///
/// The three characteristics that describe a sound are provided through this trait:
///
/// - The number of channels can be retrieved with `channels`.
/// - The frequency can be retrieved with `sample_rate`.
/// - The list of values can be retrieved by iterating on the source. The `Source` trait requires
/// that the `Iterator` trait be implemented as well. When a `Source` returns None the
/// sound has ended.
///
/// # Frames
///
/// The samples rate and number of channels of some sound sources can change by itself from time
/// to time.
///
/// > **Note**: As a basic example, if you play two audio files one after the other and treat the
/// > whole as a single source, then the channels and samples rate of that source may change at the
/// > transition between the two files.
///
/// However, for optimization purposes rodio supposes that the number of channels and the frequency
/// stay the same for long periods of time and avoids calling `channels()` and
/// `sample_rate` too frequently.
///
/// In order to properly handle this situation, the `current_frame_len()` method should return
/// the number of samples that remain in the iterator before the samples rate and number of
/// channels can potentially change.
///
pub trait Source: Iterator
where
Self::Item: Sample,
{
/// Returns the number of samples before the current frame ends. `None` means "infinite" or
/// "until the sound ends".
/// Should never return 0 unless there's no more data.
///
/// After the engine has finished reading the specified number of samples, it will check
/// whether the value of `channels()` and/or `sample_rate()` have changed.
fn current_frame_len(&self) -> Option<usize>;
/// Returns the number of channels. Channels are always interleaved.
fn channels(&self) -> u16;
/// Returns the rate at which the source should be played. In number of samples per second.
fn sample_rate(&self) -> u32;
/// Returns the total duration of this source, if known.
///
/// `None` indicates at the same time "infinite" or "unknown".
fn total_duration(&self) -> Option<Duration>;
/// Stores the source in a buffer in addition to returning it. This iterator can be cloned.
#[inline]
fn buffered(self) -> Buffered<Self>
where
Self: Sized,
{
buffered::buffered(self)
}
/// Mixes this source with another one.
#[inline]
fn mix<S>(self, other: S) -> Mix<Self, S>
where
Self: Sized,
Self::Item: FromSample<S::Item>,
S: Source,
S::Item: Sample,
{
mix::mix(self, other)
}
/// Repeats this source forever.
///
/// Note that this works by storing the data in a buffer, so the amount of memory used is
/// proportional to the size of the sound.
#[inline]
fn repeat_infinite(self) -> Repeat<Self>
where
Self: Sized,
{
repeat::repeat(self)
}
/// Takes a certain duration of this source and then stops.
#[inline]
fn take_duration(self, duration: Duration) -> TakeDuration<Self>
where
Self: Sized,
{
take::take_duration(self, duration)
}
/// Delays the sound by a certain duration.
///
/// The rate and channels of the silence will use the same format as the first frame of the
/// source.
#[inline]
fn delay(self, duration: Duration) -> Delay<Self>
where
Self: Sized,
{
delay::delay(self, duration)
}
/// Immediately skips a certain duration of this source.
///
/// If the specified duration is longer than the source itself, `skip_duration` will skip to the end of the source.
#[inline]
fn skip_duration(self, duration: Duration) -> SkipDuration<Self>
where
Self: Sized,
{
skip::skip_duration(self, duration)
}
/// Amplifies the sound by the given value.
#[inline]
fn amplify(self, value: f32) -> Amplify<Self>
where
Self: Sized,
{
amplify::amplify(self, value)
}
/// Applies automatic gain control to the sound.
///
/// Automatic Gain Control (AGC) adjusts the amplitude of the audio signal
/// to maintain a consistent output level.
///
/// # Parameters
///
/// `target_level`:
/// **TL;DR**: Desired output level. 1.0 = original level, > 1.0 amplifies, < 1.0 reduces.
///
/// The desired output level, where 1.0 represents the original sound level.
/// Values above 1.0 will amplify the sound, while values below 1.0 will lower it.
/// For example, a target_level of 1.4 means that at normal sound levels, the AGC
/// will aim to increase the gain by a factor of 1.4, resulting in a minimum 40% amplification.
/// A recommended level is `1.0`, which maintains the original sound level.
///
/// `attack_time`:
/// **TL;DR**: Response time for volume increases. Shorter = faster but may cause abrupt changes. **Recommended: `4.0` seconds**.
///
/// The time (in seconds) for the AGC to respond to input level increases.
/// Shorter times mean faster response but may cause abrupt changes. Longer times result
/// in smoother transitions but slower reactions to sudden volume changes. Too short can
/// lead to overreaction to peaks, causing unnecessary adjustments. Too long can make the
/// AGC miss important volume changes or react too slowly to sudden loud passages. Very
/// high values might result in excessively loud output or sluggish response, as the AGC's
/// adjustment speed is limited by the attack time. Balance is key for optimal performance.
/// A recommended attack_time of `4.0` seconds provides a sweet spot for most applications.
///
/// `release_time`:
/// **TL;DR**: Response time for volume decreases. Shorter = faster gain reduction. **Recommended: `0.005` seconds**.
///
/// The time (in seconds) for the AGC to respond to input level decreases.
/// This parameter controls how quickly the gain is reduced when the signal level drops.
/// Shorter release times result in faster gain reduction, which can be useful for quick
/// adaptation to quieter passages but may lead to pumping effects. Longer release times
/// provide smoother transitions but may be slower to respond to sudden decreases in volume.
/// However, if the release_time is too high, the AGC may not be able to lower the gain
/// quickly enough, potentially leading to clipping and distorted sound before it can adjust.
/// Finding the right balance is crucial for maintaining natural-sounding dynamics and
/// preventing distortion. A recommended release_time of `0.005` seconds often works well for
/// general use, providing a good balance between responsiveness and smooth transitions.
///
/// `absolute_max_gain`:
/// **TL;DR**: Maximum allowed gain. Prevents over-amplification. **Recommended: `5.0`**.
///
/// The maximum gain that can be applied to the signal.
/// This parameter acts as a safeguard against excessive amplification of quiet signals
/// or background noise. It establishes an upper boundary for the AGC's signal boost,
/// effectively preventing distortion or overamplification of low-level sounds.
/// This is crucial for maintaining audio quality and preventing unexpected volume spikes.
/// A recommended value for `absolute_max_gain` is `5`, which provides a good balance between
/// amplification capability and protection against distortion in most scenarios.
///
/// Use `get_agc_control` to obtain a handle for real-time enabling/disabling of the AGC.
///
/// # Example (Quick start)
///
/// ```rust
/// // Apply Automatic Gain Control to the source (AGC is on by default)
/// let agc_source = source.automatic_gain_control(1.0, 4.0, 0.005, 5.0);
///
/// // Get a handle to control the AGC's enabled state (optional)
/// let agc_control = agc_source.get_agc_control();
///
/// // You can toggle AGC on/off at any time (optional)
/// agc_control.store(false, std::sync::atomic::Ordering::Relaxed);
///
/// // Add the AGC-controlled source to the sink
/// sink.append(agc_source);
///
/// // Note: Using agc_control is optional. If you don't need to toggle AGC,
/// // you can simply use the agc_source directly without getting agc_control.
/// ```
#[inline]
fn automatic_gain_control(
self,
target_level: f32,
attack_time: f32,
release_time: f32,
absolute_max_gain: f32,
) -> AutomaticGainControl<Self>
where
Self: Sized,
{
// Added Limits to prevent the AGC from blowing up. ;)
const MIN_ATTACK_TIME: f32 = 10.0;
const MIN_RELEASE_TIME: f32 = 10.0;
let attack_time = attack_time.min(MIN_ATTACK_TIME);
let release_time = release_time.min(MIN_RELEASE_TIME);
agc::automatic_gain_control(
self,
target_level,
attack_time,
release_time,
absolute_max_gain,
)
}
/// Mixes this sound fading out with another sound fading in for the given duration.
///
/// Only the crossfaded portion (beginning of self, beginning of other) is returned.
#[inline]
fn take_crossfade_with<S: Source>(self, other: S, duration: Duration) -> Crossfade<Self, S>
where
Self: Sized,
Self::Item: FromSample<S::Item>,
<S as Iterator>::Item: Sample,
{
crossfade::crossfade(self, other, duration)
}
/// Fades in the sound.
#[inline]
fn fade_in(self, duration: Duration) -> FadeIn<Self>
where
Self: Sized,
{
fadein::fadein(self, duration)
}
/// Fades out the sound.
#[inline]
fn fade_out(self, duration: Duration) -> FadeOut<Self>
where
Self: Sized,
{
fadeout::fadeout(self, duration)
}
/// Applies a linear gain ramp to the sound.
///
/// If `clamp_end` is `true`, all samples subsequent to the end of the ramp
/// will be scaled by the `end_value`. If `clamp_end` is `false`, all
/// subsequent samples will not have any scaling applied.
#[inline]
fn linear_gain_ramp(
self,
duration: Duration,
start_value: f32,
end_value: f32,
clamp_end: bool,
) -> LinearGainRamp<Self>
where
Self: Sized,
{
linear_ramp::linear_gain_ramp(self, duration, start_value, end_value, clamp_end)
}
/// Calls the `access` closure on `Self` the first time the source is iterated and every
/// time `period` elapses.
///
/// Later changes in either `sample_rate()` or `channels_count()` won't be reflected in
/// the rate of access.
///
/// The rate is based on playback speed, so both the following will call `access` when the
/// same samples are reached:
/// `periodic_access(Duration::from_secs(1), ...).speed(2.0)`
/// `speed(2.0).periodic_access(Duration::from_secs(2), ...)`
#[inline]
fn periodic_access<F>(self, period: Duration, access: F) -> PeriodicAccess<Self, F>
where
Self: Sized,
F: FnMut(&mut Self),
{
periodic::periodic(self, period, access)
}
/// Changes the play speed of the sound. Does not adjust the samples, only the playback speed.
///
/// # Note:
/// 1. **Increasing the speed will increase the pitch by the same factor**
/// - If you set the speed to 0.5 this will halve the frequency of the sound
/// lowering its pitch.
/// - If you set the speed to 2 the frequency will double raising the
/// pitch of the sound.
/// 2. **Change in the speed affect the total duration inversely**
/// - If you set the speed to 0.5, the total duration will be twice as long.
/// - If you set the speed to 2 the total duration will be halve of what it
/// was.
///
/// See [`Speed`] for details
#[inline]
fn speed(self, ratio: f32) -> Speed<Self>
where
Self: Sized,
{
speed::speed(self, ratio)
}
/// Adds a basic reverb effect.
///
/// This function requires the source to implement `Clone`. This can be done by using
/// `buffered()`.
///
/// # Example
///
/// ```ignore
/// use std::time::Duration;
///
/// let source = source.buffered().reverb(Duration::from_millis(100), 0.7);
/// ```
#[inline]
fn reverb(self, duration: Duration, amplitude: f32) -> Mix<Self, Delay<Amplify<Self>>>
where
Self: Sized + Clone,
{
let echo = self.clone().amplify(amplitude).delay(duration);
self.mix(echo)
}
/// Converts the samples of this source to another type.
#[inline]
fn convert_samples<D>(self) -> SamplesConverter<Self, D>
where
Self: Sized,
D: Sample,
{
SamplesConverter::new(self)
}
/// Makes the sound pausable.
// TODO: add example
#[inline]
fn pausable(self, initially_paused: bool) -> Pausable<Self>
where
Self: Sized,
{
pausable::pausable(self, initially_paused)
}
/// Makes the sound stoppable.
// TODO: add example
#[inline]
fn stoppable(self) -> Stoppable<Self>
where
Self: Sized,
{
stoppable::stoppable(self)
}
/// Adds a method [`Skippable::skip`] for skipping this source. Skipping
/// makes Source::next() return None. Which in turn makes the Sink skip to
/// the next source.
fn skippable(self) -> Skippable<Self>
where
Self: Sized,
{
skippable::skippable(self)
}
/// Start tracking the elapsed duration since the start of the underlying
/// source.
///
/// If a speedup and or delay is applied after this that will not be reflected
/// in the position returned by [`get_pos`](TrackPosition::get_pos).
///
/// This can get confusing when using [`get_pos()`](TrackPosition::get_pos)
/// together with [`Source::try_seek()`] as the latter does take all
/// speedup's and delay's into account. Its recommended therefore to apply
/// track_position after speedup's and delay's.
fn track_position(self) -> TrackPosition<Self>
where
Self: Sized,
{
position::track_position(self)
}
/// Applies a low-pass filter to the source.
/// **Warning**: Probably buggy.
#[inline]
fn low_pass(self, freq: u32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::low_pass(self, freq)
}
/// Applies a high-pass filter to the source.
#[inline]
fn high_pass(self, freq: u32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::high_pass(self, freq)
}
/// Applies a low-pass filter to the source while allowing the q (bandwidth) to be changed.
#[inline]
fn low_pass_with_q(self, freq: u32, q: f32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::low_pass_with_q(self, freq, q)
}
/// Applies a high-pass filter to the source while allowing the q (bandwidth) to be changed.
#[inline]
fn high_pass_with_q(self, freq: u32, q: f32) -> BltFilter<Self>
where
Self: Sized,
Self: Source<Item = f32>,
{
blt::high_pass_with_q(self, freq, q)
}
// There is no `can_seek()` method as it is impossible to use correctly. Between
// checking if a source supports seeking and actually seeking the sink can
// switch to a new source.
/// Attempts to seek to a given position in the current source.
///
/// As long as the duration of the source is known seek is guaranteed to saturate
/// at the end of the source. For example given a source that reports a total duration
/// of 42 seconds calling `try_seek()` with 60 seconds as argument will seek to
/// 42 seconds.
///
/// # Errors
/// This function will return [`SeekError::NotSupported`] if one of the underlying
/// sources does not support seeking.
///
/// It will return an error if an implementation ran
/// into one during the seek.
///
/// Seeking beyond the end of a source might return an error if the total duration of
/// the source is not known.
#[allow(unused_variables)]
fn try_seek(&mut self, pos: Duration) -> Result<(), SeekError> {
Err(SeekError::NotSupported {
underlying_source: std::any::type_name::<Self>(),
})
}
}
// We might add decoders requiring new error types, without non_exhaustive
// this would break users builds
/// Occurs when try_seek fails because the underlying decoder has an error or
/// does not support seeking.
#[non_exhaustive]
#[derive(Debug)]
pub enum SeekError {
/// One of the underlying sources does not support seeking
NotSupported {
/// The source that did not support seek
underlying_source: &'static str,
},
#[cfg(feature = "symphonia")]
/// The symphonia decoder ran into an issue
SymphoniaDecoder(crate::decoder::symphonia::SeekError),
#[cfg(feature = "wav")]
/// The hound (wav) decoder ran into an issue
HoundDecoder(std::io::Error),
// Prefer adding an enum variant to using this. Its meant for end users their
// own try_seek implementations
/// Any other error probably in a custom Source
Other(Box<dyn std::error::Error + Send>),
}
impl fmt::Display for SeekError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
SeekError::NotSupported { underlying_source } => {
write!(
f,
"Seeking is not supported by source: {}",
underlying_source
)
}
#[cfg(feature = "symphonia")]
SeekError::SymphoniaDecoder(err) => write!(f, "Error seeking: {}", err),
#[cfg(feature = "wav")]
SeekError::HoundDecoder(err) => write!(f, "Error seeking in wav source: {}", err),
SeekError::Other(_) => write!(f, "An error occurred"),
}
}
}
impl std::error::Error for SeekError {
fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
match self {
SeekError::NotSupported { .. } => None,
#[cfg(feature = "symphonia")]
SeekError::SymphoniaDecoder(err) => Some(err),
#[cfg(feature = "wav")]
SeekError::HoundDecoder(err) => Some(err),
SeekError::Other(err) => Some(err.as_ref()),
}
}
}
#[cfg(feature = "symphonia")]
impl From<crate::decoder::symphonia::SeekError> for SeekError {
fn from(source: crate::decoder::symphonia::SeekError) -> Self {
SeekError::SymphoniaDecoder(source)
}
}
impl SeekError {
/// Will the source remain playing at its position before the seek or is it
/// broken?
pub fn source_intact(&self) -> bool {
match self {
SeekError::NotSupported { .. } => true,
#[cfg(feature = "symphonia")]
SeekError::SymphoniaDecoder(_) => false,
#[cfg(feature = "wav")]
SeekError::HoundDecoder(_) => false,
SeekError::Other(_) => false,
}
}
}
macro_rules! source_pointer_impl {
($($sig:tt)+) => {
impl $($sig)+ {
#[inline]
fn current_frame_len(&self) -> Option<usize> {
(**self).current_frame_len()
}
#[inline]
fn channels(&self) -> u16 {
(**self).channels()
}
#[inline]
fn sample_rate(&self) -> u32 {
(**self).sample_rate()
}
#[inline]
fn total_duration(&self) -> Option<Duration> {
(**self).total_duration()
}
#[inline]
fn try_seek(&mut self, pos: Duration) -> Result<(), SeekError> {
(**self).try_seek(pos)
}
}
};
}
source_pointer_impl!(<S> Source for Box<dyn Source<Item = S>> where S: Sample,);
source_pointer_impl!(<S> Source for Box<dyn Source<Item = S> + Send> where S: Sample,);
source_pointer_impl!(<S> Source for Box<dyn Source<Item = S> + Send + Sync> where S: Sample,);
source_pointer_impl!(<'a, S, C> Source for &'a mut C where S: Sample, C: Source<Item = S>,);