git subrepo clone --branch=sono6good https://github.com/essej/JUCE.git deps/juce

subrepo:
  subdir:   "deps/juce"
  merged:   "b13f9084e"
upstream:
  origin:   "https://github.com/essej/JUCE.git"
  branch:   "sono6good"
  commit:   "b13f9084e"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"
This commit is contained in:
essej
2022-04-18 17:51:22 -04:00
parent 63e175fee6
commit 25bd5d8adb
3210 changed files with 1045392 additions and 0 deletions

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# Example Audio Plugin CMakeLists.txt
# To get started on a new plugin, copy this entire folder (containing this file and C++ sources) to
# a convenient location, and then start making modifications.
# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
# that the installed CMake will be able to understand the following CMakeLists, and ensures that
# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
# information can be found in the CMake docs.
cmake_minimum_required(VERSION 3.15)
# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
# `project()` command. `project()` sets up some helpful variables that describe source/binary
# directories, and the current project version. This is a standard CMake command.
project(AUDIO_PLUGIN_EXAMPLE VERSION 0.0.1)
# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
# include that subdirectory as part of the build.
# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
# or
# add_subdirectory(JUCE) # If you've put JUCE in a subdirectory called JUCE
# If you are building a VST2 or AAX plugin, CMake needs to be told where to find these SDKs on your
# system. This setup should be done before calling `juce_add_plugin`.
# juce_set_vst2_sdk_path(...)
# juce_set_aax_sdk_path(...)
# `juce_add_plugin` adds a static library target with the name passed as the first argument
# (AudioPluginExample here). This target is a normal CMake target, but has a lot of extra properties set
# up by default. As well as this shared code static library, this function adds targets for each of
# the formats specified by the FORMATS arguments. This function accepts many optional arguments.
# Check the readme at `docs/CMake API.md` in the JUCE repo for the full list.
juce_add_plugin(AudioPluginExample
# VERSION ... # Set this if the plugin version is different to the project version
# ICON_BIG ... # ICON_* arguments specify a path to an image file to use as an icon for the Standalone
# ICON_SMALL ...
# COMPANY_NAME ... # Specify the name of the plugin's author
# IS_SYNTH TRUE/FALSE # Is this a synth or an effect?
# NEEDS_MIDI_INPUT TRUE/FALSE # Does the plugin need midi input?
# NEEDS_MIDI_OUTPUT TRUE/FALSE # Does the plugin need midi output?
# IS_MIDI_EFFECT TRUE/FALSE # Is this plugin a MIDI effect?
# EDITOR_WANTS_KEYBOARD_FOCUS TRUE/FALSE # Does the editor need keyboard focus?
# COPY_PLUGIN_AFTER_BUILD TRUE/FALSE # Should the plugin be installed to a default location after building?
PLUGIN_MANUFACTURER_CODE Juce # A four-character manufacturer id with at least one upper-case character
PLUGIN_CODE Dem0 # A unique four-character plugin id with exactly one upper-case character
# GarageBand 10.3 requires the first letter to be upper-case, and the remaining letters to be lower-case
FORMATS AU VST3 Standalone # The formats to build. Other valid formats are: AAX Unity VST AU AUv3
PRODUCT_NAME "Audio Plugin Example") # The name of the final executable, which can differ from the target name
# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
# this header will be automatically added to the target. The main function of the JuceHeader is to
# include all your JUCE module headers; if you're happy to include module headers directly, you
# probably don't need to call this.
# juce_generate_juce_header(AudioPluginExample)
# `target_sources` adds source files to a target. We pass the target that needs the sources as the
# first argument, then a visibility parameter for the sources which should normally be PRIVATE.
# Finally, we supply a list of source files that will be built into the target. This is a standard
# CMake command.
target_sources(AudioPluginExample
PRIVATE
PluginEditor.cpp
PluginProcessor.cpp)
# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
# of compile definitions to switch certain features on/off, so if there's a particular feature you
# need that's not on by default, check the module header for the correct flag to set here. These
# definitions will be visible both to your code, and also the JUCE module code, so for new
# definitions, pick unique names that are unlikely to collide! This is a standard CMake command.
target_compile_definitions(AudioPluginExample
PUBLIC
# JUCE_WEB_BROWSER and JUCE_USE_CURL would be on by default, but you might not need them.
JUCE_WEB_BROWSER=0 # If you remove this, add `NEEDS_WEB_BROWSER TRUE` to the `juce_add_plugin` call
JUCE_USE_CURL=0 # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_plugin` call
JUCE_VST3_CAN_REPLACE_VST2=0)
# If your target needs extra binary assets, you can add them here. The first argument is the name of
# a new static library target that will include all the binary resources. There is an optional
# `NAMESPACE` argument that can specify the namespace of the generated binary data class. Finally,
# the SOURCES argument should be followed by a list of source files that should be built into the
# static library. These source files can be of any kind (wav data, images, fonts, icons etc.).
# Conversion to binary-data will happen when your target is built.
# juce_add_binary_data(AudioPluginData SOURCES ...)
# `target_link_libraries` links libraries and JUCE modules to other libraries or executables. Here,
# we're linking our executable target to the `juce::juce_audio_utils` module. Inter-module
# dependencies are resolved automatically, so `juce_core`, `juce_events` and so on will also be
# linked automatically. If we'd generated a binary data target above, we would need to link to it
# here too. This is a standard CMake command.
target_link_libraries(AudioPluginExample
PRIVATE
# AudioPluginData # If we'd created a binary data target, we'd link to it here
juce::juce_audio_utils
PUBLIC
juce::juce_recommended_config_flags
juce::juce_recommended_lto_flags
juce::juce_recommended_warning_flags)

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#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
AudioPluginAudioProcessorEditor::AudioPluginAudioProcessorEditor (AudioPluginAudioProcessor& p)
: AudioProcessorEditor (&p), processorRef (p)
{
juce::ignoreUnused (processorRef);
// Make sure that before the constructor has finished, you've set the
// editor's size to whatever you need it to be.
setSize (400, 300);
}
AudioPluginAudioProcessorEditor::~AudioPluginAudioProcessorEditor()
{
}
//==============================================================================
void AudioPluginAudioProcessorEditor::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));
g.setColour (juce::Colours::white);
g.setFont (15.0f);
g.drawFittedText ("Hello World!", getLocalBounds(), juce::Justification::centred, 1);
}
void AudioPluginAudioProcessorEditor::resized()
{
// This is generally where you'll want to lay out the positions of any
// subcomponents in your editor..
}

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#pragma once
#include "PluginProcessor.h"
//==============================================================================
class AudioPluginAudioProcessorEditor : public juce::AudioProcessorEditor
{
public:
explicit AudioPluginAudioProcessorEditor (AudioPluginAudioProcessor&);
~AudioPluginAudioProcessorEditor() override;
//==============================================================================
void paint (juce::Graphics&) override;
void resized() override;
private:
// This reference is provided as a quick way for your editor to
// access the processor object that created it.
AudioPluginAudioProcessor& processorRef;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioPluginAudioProcessorEditor)
};

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#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
AudioPluginAudioProcessor::AudioPluginAudioProcessor()
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput ("Input", juce::AudioChannelSet::stereo(), true)
#endif
.withOutput ("Output", juce::AudioChannelSet::stereo(), true)
#endif
)
{
}
AudioPluginAudioProcessor::~AudioPluginAudioProcessor()
{
}
//==============================================================================
const juce::String AudioPluginAudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool AudioPluginAudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::isMidiEffect() const
{
#if JucePlugin_IsMidiEffect
return true;
#else
return false;
#endif
}
double AudioPluginAudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int AudioPluginAudioProcessor::getNumPrograms()
{
return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
// so this should be at least 1, even if you're not really implementing programs.
}
int AudioPluginAudioProcessor::getCurrentProgram()
{
return 0;
}
void AudioPluginAudioProcessor::setCurrentProgram (int index)
{
juce::ignoreUnused (index);
}
const juce::String AudioPluginAudioProcessor::getProgramName (int index)
{
juce::ignoreUnused (index);
return {};
}
void AudioPluginAudioProcessor::changeProgramName (int index, const juce::String& newName)
{
juce::ignoreUnused (index, newName);
}
//==============================================================================
void AudioPluginAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
// Use this method as the place to do any pre-playback
// initialisation that you need..
juce::ignoreUnused (sampleRate, samplesPerBlock);
}
void AudioPluginAudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
bool AudioPluginAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
#if JucePlugin_IsMidiEffect
juce::ignoreUnused (layouts);
return true;
#else
// This is the place where you check if the layout is supported.
// In this template code we only support mono or stereo.
// Some plugin hosts, such as certain GarageBand versions, will only
// load plugins that support stereo bus layouts.
if (layouts.getMainOutputChannelSet() != juce::AudioChannelSet::mono()
&& layouts.getMainOutputChannelSet() != juce::AudioChannelSet::stereo())
return false;
// This checks if the input layout matches the output layout
#if ! JucePlugin_IsSynth
if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
return false;
#endif
return true;
#endif
}
void AudioPluginAudioProcessor::processBlock (juce::AudioBuffer<float>& buffer,
juce::MidiBuffer& midiMessages)
{
juce::ignoreUnused (midiMessages);
juce::ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
// In case we have more outputs than inputs, this code clears any output
// channels that didn't contain input data, (because these aren't
// guaranteed to be empty - they may contain garbage).
// This is here to avoid people getting screaming feedback
// when they first compile a plugin, but obviously you don't need to keep
// this code if your algorithm always overwrites all the output channels.
for (auto i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
buffer.clear (i, 0, buffer.getNumSamples());
// This is the place where you'd normally do the guts of your plugin's
// audio processing...
// Make sure to reset the state if your inner loop is processing
// the samples and the outer loop is handling the channels.
// Alternatively, you can process the samples with the channels
// interleaved by keeping the same state.
for (int channel = 0; channel < totalNumInputChannels; ++channel)
{
auto* channelData = buffer.getWritePointer (channel);
juce::ignoreUnused (channelData);
// ..do something to the data...
}
}
//==============================================================================
bool AudioPluginAudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
juce::AudioProcessorEditor* AudioPluginAudioProcessor::createEditor()
{
return new AudioPluginAudioProcessorEditor (*this);
}
//==============================================================================
void AudioPluginAudioProcessor::getStateInformation (juce::MemoryBlock& destData)
{
// You should use this method to store your parameters in the memory block.
// You could do that either as raw data, or use the XML or ValueTree classes
// as intermediaries to make it easy to save and load complex data.
juce::ignoreUnused (destData);
}
void AudioPluginAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
juce::ignoreUnused (data, sizeInBytes);
}
//==============================================================================
// This creates new instances of the plugin..
juce::AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new AudioPluginAudioProcessor();
}

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#pragma once
#include <juce_audio_processors/juce_audio_processors.h>
//==============================================================================
class AudioPluginAudioProcessor : public juce::AudioProcessor
{
public:
//==============================================================================
AudioPluginAudioProcessor();
~AudioPluginAudioProcessor() override;
//==============================================================================
void prepareToPlay (double sampleRate, int samplesPerBlock) override;
void releaseResources() override;
bool isBusesLayoutSupported (const BusesLayout& layouts) const override;
void processBlock (juce::AudioBuffer<float>&, juce::MidiBuffer&) override;
using AudioProcessor::processBlock;
//==============================================================================
juce::AudioProcessorEditor* createEditor() override;
bool hasEditor() const override;
//==============================================================================
const juce::String getName() const override;
bool acceptsMidi() const override;
bool producesMidi() const override;
bool isMidiEffect() const override;
double getTailLengthSeconds() const override;
//==============================================================================
int getNumPrograms() override;
int getCurrentProgram() override;
void setCurrentProgram (int index) override;
const juce::String getProgramName (int index) override;
void changeProgramName (int index, const juce::String& newName) override;
//==============================================================================
void getStateInformation (juce::MemoryBlock& destData) override;
void setStateInformation (const void* data, int sizeInBytes) override;
private:
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioPluginAudioProcessor)
};