/* ============================================================================== This file is part of the JUCE library - "Jules' Utility Class Extensions" Copyright 2004-11 by Raw Material Software Ltd. ------------------------------------------------------------------------------ JUCE can be redistributed and/or modified under the terms of the GNU General Public License (Version 2), as published by the Free Software Foundation. A copy of the license is included in the JUCE distribution, or can be found online at www.gnu.org/licenses. JUCE 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. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.rawmaterialsoftware.com/juce for more information. ============================================================================== */ #ifndef __JUCE_SAMPLER_JUCEHEADER__ #define __JUCE_SAMPLER_JUCEHEADER__ //============================================================================== /** A subclass of SynthesiserSound that represents a sampled audio clip. This is a pretty basic sampler, and just attempts to load the whole audio stream into memory. To use it, create a Synthesiser, add some SamplerVoice objects to it, then give it some SampledSound objects to play. @see SamplerVoice, Synthesiser, SynthesiserSound */ class JUCE_API SamplerSound : public SynthesiserSound { public: //============================================================================== /** Creates a sampled sound from an audio reader. This will attempt to load the audio from the source into memory and store it in this object. @param name a name for the sample @param source the audio to load. This object can be safely deleted by the caller after this constructor returns @param midiNotes the set of midi keys that this sound should be played on. This is used by the SynthesiserSound::appliesToNote() method @param midiNoteForNormalPitch the midi note at which the sample should be played with its natural rate. All other notes will be pitched up or down relative to this one @param attackTimeSecs the attack (fade-in) time, in seconds @param releaseTimeSecs the decay (fade-out) time, in seconds @param maxSampleLengthSeconds a maximum length of audio to read from the audio source, in seconds */ SamplerSound (const String& name, AudioFormatReader& source, const BigInteger& midiNotes, int midiNoteForNormalPitch, double attackTimeSecs, double releaseTimeSecs, double maxSampleLengthSeconds); /** Destructor. */ ~SamplerSound(); //============================================================================== /** Returns the sample's name */ const String& getName() const { return name; } /** Returns the audio sample data. This could be 0 if there was a problem loading it. */ AudioSampleBuffer* getAudioData() const { return data; } //============================================================================== bool appliesToNote (const int midiNoteNumber); bool appliesToChannel (const int midiChannel); private: //============================================================================== friend class SamplerVoice; String name; ScopedPointer data; double sourceSampleRate; BigInteger midiNotes; int length, attackSamples, releaseSamples; int midiRootNote; JUCE_LEAK_DETECTOR (SamplerSound); }; //============================================================================== /** A subclass of SynthesiserVoice that can play a SamplerSound. To use it, create a Synthesiser, add some SamplerVoice objects to it, then give it some SampledSound objects to play. @see SamplerSound, Synthesiser, SynthesiserVoice */ class JUCE_API SamplerVoice : public SynthesiserVoice { public: //============================================================================== /** Creates a SamplerVoice. */ SamplerVoice(); /** Destructor. */ ~SamplerVoice(); //============================================================================== bool canPlaySound (SynthesiserSound* sound); void startNote (const int midiNoteNumber, const float velocity, SynthesiserSound* sound, const int currentPitchWheelPosition); void stopNote (const bool allowTailOff); void pitchWheelMoved (const int newValue); void controllerMoved (const int controllerNumber, const int newValue); void renderNextBlock (AudioSampleBuffer& outputBuffer, int startSample, int numSamples); private: //============================================================================== double pitchRatio; double sourceSamplePosition; float lgain, rgain, attackReleaseLevel, attackDelta, releaseDelta; bool isInAttack, isInRelease; JUCE_LEAK_DETECTOR (SamplerVoice); }; #endif // __JUCE_SAMPLER_JUCEHEADER__