25bd5d8adb
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"
76 lines
2.9 KiB
C++
76 lines
2.9 KiB
C++
%%include_corresponding_header%%
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//==============================================================================
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%%content_component_class%%::%%content_component_class%%()
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{
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// Make sure you set the size of the component after
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// you add any child components.
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setSize (800, 600);
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// Some platforms require permissions to open input channels so request that here
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if (juce::RuntimePermissions::isRequired (juce::RuntimePermissions::recordAudio)
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&& ! juce::RuntimePermissions::isGranted (juce::RuntimePermissions::recordAudio))
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{
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juce::RuntimePermissions::request (juce::RuntimePermissions::recordAudio,
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[&] (bool granted) { setAudioChannels (granted ? 2 : 0, 2); });
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}
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else
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{
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// Specify the number of input and output channels that we want to open
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setAudioChannels (2, 2);
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}
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}
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%%content_component_class%%::~%%content_component_class%%()
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{
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// This shuts down the audio device and clears the audio source.
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shutdownAudio();
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}
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//==============================================================================
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void %%content_component_class%%::prepareToPlay (int samplesPerBlockExpected, double sampleRate)
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{
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// This function will be called when the audio device is started, or when
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// its settings (i.e. sample rate, block size, etc) are changed.
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// You can use this function to initialise any resources you might need,
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// but be careful - it will be called on the audio thread, not the GUI thread.
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// For more details, see the help for AudioProcessor::prepareToPlay()
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}
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void %%content_component_class%%::getNextAudioBlock (const juce::AudioSourceChannelInfo& bufferToFill)
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{
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// Your audio-processing code goes here!
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// For more details, see the help for AudioProcessor::getNextAudioBlock()
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// Right now we are not producing any data, in which case we need to clear the buffer
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// (to prevent the output of random noise)
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bufferToFill.clearActiveBufferRegion();
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}
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void %%content_component_class%%::releaseResources()
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{
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// This will be called when the audio device stops, or when it is being
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// restarted due to a setting change.
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// For more details, see the help for AudioProcessor::releaseResources()
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}
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//==============================================================================
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void %%content_component_class%%::paint (juce::Graphics& g)
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{
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// (Our component is opaque, so we must completely fill the background with a solid colour)
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g.fillAll (getLookAndFeel().findColour (juce::ResizableWindow::backgroundColourId));
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// You can add your drawing code here!
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}
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void %%content_component_class%%::resized()
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{
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// This is called when the MainContentComponent is resized.
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// If you add any child components, this is where you should
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// update their positions.
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}
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