paulxstretch/deps/juce/examples/Audio/AudioAppDemo.h

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/*
==============================================================================
This file is part of the JUCE examples.
Copyright (c) 2020 - Raw Material Software Limited
The code included in this file is provided under the terms of the ISC license
http://www.isc.org/downloads/software-support-policy/isc-license. Permission
To use, copy, modify, and/or distribute this software for any purpose with or
without fee is hereby granted provided that the above copyright notice and
this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
/*******************************************************************************
The block below describes the properties of this PIP. A PIP is a short snippet
of code that can be read by the Projucer and used to generate a JUCE project.
BEGIN_JUCE_PIP_METADATA
name: AudioAppDemo
version: 1.0.0
vendor: JUCE
website: http://juce.com
description: Simple audio application.
dependencies: juce_audio_basics, juce_audio_devices, juce_audio_formats,
juce_audio_processors, juce_audio_utils, juce_core,
juce_data_structures, juce_events, juce_graphics,
juce_gui_basics, juce_gui_extra
exporters: xcode_mac, vs2019, linux_make, androidstudio, xcode_iphone
moduleFlags: JUCE_STRICT_REFCOUNTEDPOINTER=1
type: Component
mainClass: AudioAppDemo
useLocalCopy: 1
END_JUCE_PIP_METADATA
*******************************************************************************/
#pragma once
//==============================================================================
class AudioAppDemo : public AudioAppComponent
{
public:
//==============================================================================
AudioAppDemo()
#ifdef JUCE_DEMO_RUNNER
: AudioAppComponent (getSharedAudioDeviceManager (0, 2))
#endif
{
setAudioChannels (0, 2);
setSize (800, 600);
}
~AudioAppDemo() override
{
shutdownAudio();
}
//==============================================================================
void prepareToPlay (int samplesPerBlockExpected, double newSampleRate) override
{
sampleRate = newSampleRate;
expectedSamplesPerBlock = samplesPerBlockExpected;
}
/* This method generates the actual audio samples.
In this example the buffer is filled with a sine wave whose frequency and
amplitude are controlled by the mouse position.
*/
void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
{
bufferToFill.clearActiveBufferRegion();
auto originalPhase = phase;
for (auto chan = 0; chan < bufferToFill.buffer->getNumChannels(); ++chan)
{
phase = originalPhase;
auto* channelData = bufferToFill.buffer->getWritePointer (chan, bufferToFill.startSample);
for (auto i = 0; i < bufferToFill.numSamples ; ++i)
{
channelData[i] = amplitude * std::sin (phase);
// increment the phase step for the next sample
phase = std::fmod (phase + phaseDelta, MathConstants<float>::twoPi);
}
}
}
void releaseResources() override
{
// This gets automatically called when audio device parameters change
// or device is restarted.
}
//==============================================================================
void paint (Graphics& g) override
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
auto centreY = (float) getHeight() / 2.0f;
auto radius = amplitude * 200.0f;
if (radius >= 0.0f)
{
// Draw an ellipse based on the mouse position and audio volume
g.setColour (Colours::lightgreen);
g.fillEllipse (jmax (0.0f, lastMousePosition.x) - radius / 2.0f,
jmax (0.0f, lastMousePosition.y) - radius / 2.0f,
radius, radius);
}
// Draw a representative sine wave.
Path wavePath;
wavePath.startNewSubPath (0, centreY);
for (auto x = 1.0f; x < (float) getWidth(); ++x)
wavePath.lineTo (x, centreY + amplitude * (float) getHeight() * 2.0f
* std::sin (x * frequency * 0.0001f));
g.setColour (getLookAndFeel().findColour (Slider::thumbColourId));
g.strokePath (wavePath, PathStrokeType (2.0f));
}
// Mouse handling..
void mouseDown (const MouseEvent& e) override
{
mouseDrag (e);
}
void mouseDrag (const MouseEvent& e) override
{
lastMousePosition = e.position;
frequency = (float) (getHeight() - e.y) * 10.0f;
amplitude = jmin (0.9f, 0.2f * e.position.x / (float) getWidth());
phaseDelta = (float) (MathConstants<double>::twoPi * frequency / sampleRate);
repaint();
}
void mouseUp (const MouseEvent&) override
{
amplitude = 0.0f;
repaint();
}
void resized() override
{
// This is called when the component is resized.
// If you add any child components, this is where you should
// update their positions.
}
private:
//==============================================================================
float phase = 0.0f;
float phaseDelta = 0.0f;
float frequency = 5000.0f;
float amplitude = 0.2f;
double sampleRate = 0.0;
int expectedSamplesPerBlock = 0;
Point<float> lastMousePosition;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioAppDemo)
};