paulxstretch/deps/juce/extras/Projucer/Source/BinaryData/Templates/jucer_AudioComponentTemplate.cpp

76 lines
2.9 KiB
C++
Raw Normal View History

%%include_corresponding_header%%
//==============================================================================
%%content_component_class%%::%%content_component_class%%()
{
// Make sure you set the size of the component after
// you add any child components.
setSize (800, 600);
// Some platforms require permissions to open input channels so request that here
if (juce::RuntimePermissions::isRequired (juce::RuntimePermissions::recordAudio)
&& ! juce::RuntimePermissions::isGranted (juce::RuntimePermissions::recordAudio))
{
juce::RuntimePermissions::request (juce::RuntimePermissions::recordAudio,
[&] (bool granted) { setAudioChannels (granted ? 2 : 0, 2); });
}
else
{
// Specify the number of input and output channels that we want to open
setAudioChannels (2, 2);
}
}
%%content_component_class%%::~%%content_component_class%%()
{
// This shuts down the audio device and clears the audio source.
shutdownAudio();
}
//==============================================================================
void %%content_component_class%%::prepareToPlay (int samplesPerBlockExpected, double sampleRate)
{
// This function will be called when the audio device is started, or when
// its settings (i.e. sample rate, block size, etc) are changed.
// You can use this function to initialise any resources you might need,
// but be careful - it will be called on the audio thread, not the GUI thread.
// For more details, see the help for AudioProcessor::prepareToPlay()
}
void %%content_component_class%%::getNextAudioBlock (const juce::AudioSourceChannelInfo& bufferToFill)
{
// Your audio-processing code goes here!
// For more details, see the help for AudioProcessor::getNextAudioBlock()
// Right now we are not producing any data, in which case we need to clear the buffer
// (to prevent the output of random noise)
bufferToFill.clearActiveBufferRegion();
}
void %%content_component_class%%::releaseResources()
{
// This will be called when the audio device stops, or when it is being
// restarted due to a setting change.
// For more details, see the help for AudioProcessor::releaseResources()
}
//==============================================================================
void %%content_component_class%%::paint (juce::Graphics& g)
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (juce::ResizableWindow::backgroundColourId));
// You can add your drawing code here!
}
void %%content_component_class%%::resized()
{
// This is called when the MainContentComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}