paulxstretch/deps/juce/extras/Projucer/Source/BinaryData/Templates/jucer_AudioComponentSimpleTemplate.h
essej 25bd5d8adb 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"
2022-04-18 17:51:22 -04:00

95 lines
3.5 KiB
C

#pragma once
%%include_juce%%
//==============================================================================
/*
This component lives inside our window, and this is where you should put all
your controls and content.
*/
class %%content_component_class%% : public juce::AudioAppComponent
{
public:
//==============================================================================
%%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%%() override
{
// This shuts down the audio device and clears the audio source.
shutdownAudio();
}
//==============================================================================
void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override
{
// 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 getNextAudioBlock (const juce::AudioSourceChannelInfo& bufferToFill) override
{
// 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 releaseResources() override
{
// 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 paint (juce::Graphics& g) override
{
// (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 resized() override
{
// This is called when the MainContentComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}
private:
//==============================================================================
// Your private member variables go here...
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (%%content_component_class%%)
};