Remove comments. Test nodiscard.
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@ -630,7 +630,6 @@ void PaulstretchpluginAudioProcessor::processBlock (AudioBuffer<double>& buffer,
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void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
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void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
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{
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{
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ScopedLock locker(m_cs);
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ScopedLock locker(m_cs);
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const int totalNumInputChannels = getTotalNumInputChannels();
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const int totalNumInputChannels = getTotalNumInputChannels();
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const int totalNumOutputChannels = getTotalNumOutputChannels();
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const int totalNumOutputChannels = getTotalNumOutputChannels();
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@ -15,22 +15,10 @@ www.gnu.org/licenses
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*/
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*/
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#pragma once
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#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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#include "../JuceLibraryCode/JuceHeader.h"
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//==============================================================================
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/**
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An AudioSource which takes another source as input, and buffers it using a thread.
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Create this as a wrapper around another thread, and it will read-ahead with
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a background thread to smooth out playback. You can either create one of these
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directly, or use it indirectly using an AudioTransportSource.
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@see PositionableAudioSource, AudioTransportSource
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@tags{Audio}
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*/
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class JUCE_API MyBufferingAudioSource : public PositionableAudioSource,
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class JUCE_API MyBufferingAudioSource : public PositionableAudioSource,
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private TimeSliceClient
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private TimeSliceClient
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{
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{
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@ -57,42 +45,24 @@ public:
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int numberOfChannels = 2,
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int numberOfChannels = 2,
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bool prefillBufferOnPrepareToPlay = true);
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bool prefillBufferOnPrepareToPlay = true);
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/** Destructor.
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The input source may be deleted depending on whether the deleteSourceWhenDeleted
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flag was set in the constructor.
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*/
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~MyBufferingAudioSource();
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~MyBufferingAudioSource();
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//==============================================================================
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/** Implementation of the AudioSource method. */
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void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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/** Implementation of the AudioSource method. */
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void releaseResources() override;
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void releaseResources() override;
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/** Implementation of the AudioSource method. */
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void getNextAudioBlock (const AudioSourceChannelInfo&) override;
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void getNextAudioBlock (const AudioSourceChannelInfo&) override;
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//==============================================================================
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/** Implements the PositionableAudioSource method. */
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void setNextReadPosition (int64 newPosition) override;
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void setNextReadPosition (int64 newPosition) override;
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/** Implements the PositionableAudioSource method. */
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int64 getNextReadPosition() const override;
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int64 getNextReadPosition() const override;
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/** Implements the PositionableAudioSource method. */
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int64 getTotalLength() const override { return source->getTotalLength(); }
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int64 getTotalLength() const override { return source->getTotalLength(); }
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/** Implements the PositionableAudioSource method. */
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bool isLooping() const override { return source->isLooping(); }
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bool isLooping() const override { return source->isLooping(); }
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/** A useful function to block until the next the buffer info can be filled.
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This is useful for offline rendering.
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*/
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bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
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bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
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double getPercentReady();
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[[nodiscard]] double getPercentReady();
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int getNumberOfChannels() { return numberOfChannels; }
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int getNumberOfChannels() { return numberOfChannels; }
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private:
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private:
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//==============================================================================
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//==============================================================================
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