Mercurial > hg > audio_effects_textbook_code
view effects/empty/Source/PluginProcessor.cpp @ 1:04e171d2a747 tip
JUCE 4 compatible. Standardised paths on Mac: modules '../../juce/modules'; VST folder '~/SDKs/vstsdk2.4' (JUCE default). Replaced deprecated 'getSampleData(channel)'; getToggleState(...); setToggleState(...); setSelectedId(...). Removed unused variables. Ignore JUCE code and build files.
author | Brecht De Man <b.deman@qmul.ac.uk> |
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date | Sun, 22 Nov 2015 15:23:40 +0000 |
parents | e32fe563e124 |
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/* This code accompanies the textbook: Digital Audio Effects: Theory, Implementation and Application Joshua D. Reiss and Andrew P. McPherson --- Empty: template for an effect; passes input to output unmodified See textbook Chapter 13: Building Audio Effect Plug-Ins Code by Andrew McPherson, Brecht De Man and Joshua Reiss --- This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "PluginProcessor.h" #include "PluginEditor.h" //============================================================================== EmptyAudioProcessor::EmptyAudioProcessor() { // Set default values: volume_ = 1.0; lastUIWidth_ = 170; lastUIHeight_ = 100; } EmptyAudioProcessor::~EmptyAudioProcessor() { } //============================================================================== const String EmptyAudioProcessor::getName() const { return JucePlugin_Name; } int EmptyAudioProcessor::getNumParameters() { return kNumParameters; } float EmptyAudioProcessor::getParameter (int index) { // This method will be called by the host, probably on the audio thread, so // it's absolutely time-critical. Don't use critical sections or anything // UI-related, or anything at all that may block in any way! switch (index) { case kVolumeParam: return volume_; default: return 0.0f; } } void EmptyAudioProcessor::setParameter (int index, float newValue) { // This method will be called by the host, probably on the audio thread, so // it's absolutely time-critical. Don't use critical sections or anything // UI-related, or anything at all that may block in any way! switch (index) { case kVolumeParam: volume_ = newValue; break; default: break; } } const String EmptyAudioProcessor::getParameterName (int index) { switch (index) { case kVolumeParam: return "volume"; default: break; } return String::empty; } const String EmptyAudioProcessor::getParameterText (int index) { return String (getParameter (index), 2); } const String EmptyAudioProcessor::getInputChannelName (int channelIndex) const { return String (channelIndex + 1); } const String EmptyAudioProcessor::getOutputChannelName (int channelIndex) const { return String (channelIndex + 1); } bool EmptyAudioProcessor::isInputChannelStereoPair (int index) const { return true; } bool EmptyAudioProcessor::isOutputChannelStereoPair (int index) const { return true; } bool EmptyAudioProcessor::silenceInProducesSilenceOut() const { #if JucePlugin_SilenceInProducesSilenceOut return true; #else return false; #endif } double EmptyAudioProcessor::getTailLengthSeconds() const { return 0.0; } bool EmptyAudioProcessor::acceptsMidi() const { #if JucePlugin_WantsMidiInput return true; #else return false; #endif } bool EmptyAudioProcessor::producesMidi() const { #if JucePlugin_ProducesMidiOutput return true; #else return false; #endif } int EmptyAudioProcessor::getNumPrograms() { return 0; } int EmptyAudioProcessor::getCurrentProgram() { return 0; } void EmptyAudioProcessor::setCurrentProgram (int index) { } const String EmptyAudioProcessor::getProgramName (int index) { return String::empty; } void EmptyAudioProcessor::changeProgramName (int index, const String& newName) { } //============================================================================== void EmptyAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock) { // Use this method as the place to do any pre-playback // initialisation that you need.. } void EmptyAudioProcessor::releaseResources() { // When playback stops, you can use this as an opportunity to free up any // spare memory, etc. } void EmptyAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages) { // Helpful information about this block of samples: const int numInputChannels = getNumInputChannels(); // How many input channels for our effect? const int numOutputChannels = getNumOutputChannels(); // How many output channels for our effect? const int numSamples = buffer.getNumSamples(); // How many samples in the buffer for this block? // Go through each channel of audio that's passed in for (int channel = 0; channel < numInputChannels; ++channel) { // channelData is an array of length numSamples which contains the audio for one channel float* channelData = buffer.getWritePointer(channel); for (int i = 0; i < numSamples; ++i) { const float in = channelData[i]; // Store the output sample back in the buffer channelData[i] = in * volume_; } } // In case we have more outputs than inputs, we'll clear any output // channels that didn't contain input data, (because these aren't // guaranteed to be empty - they may contain garbage). for (int i = numInputChannels; i < numOutputChannels; ++i) { buffer.clear (i, 0, buffer.getNumSamples()); } } //============================================================================== bool EmptyAudioProcessor::hasEditor() const { return true; // (change this to false if you choose to not supply an editor) } AudioProcessorEditor* EmptyAudioProcessor::createEditor() { return new EmptyAudioProcessorEditor (this); } //============================================================================== void EmptyAudioProcessor::getStateInformation (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. // Create an outer XML element.. XmlElement xml("C4DMPLUGINSETTINGS"); // add some attributes to it.. xml.setAttribute("uiWidth", lastUIWidth_); xml.setAttribute("uiHeight", lastUIHeight_); xml.setAttribute("volume", volume_); // then use this helper function to stuff it into the binary blob and return it.. copyXmlToBinary(xml, destData); } void EmptyAudioProcessor::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. // This getXmlFromBinary() helper function retrieves our XML from the binary blob.. ScopedPointer<XmlElement> xmlState (getXmlFromBinary (data, sizeInBytes)); if(xmlState != 0) { // make sure that it's actually our type of XML object.. if(xmlState->hasTagName("C4DMPLUGINSETTINGS")) { // ok, now pull out our parameters.. lastUIWidth_ = xmlState->getIntAttribute("uiWidth", lastUIWidth_); lastUIHeight_ = xmlState->getIntAttribute("uiHeight", lastUIHeight_); volume_ = (float)xmlState->getDoubleAttribute("volume", volume_); } } } //============================================================================== // This creates new instances of the plugin.. AudioProcessor* JUCE_CALLTYPE createPluginFilter() { return new EmptyAudioProcessor(); }