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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE examples.
 -    Copyright (c) 2022 - Raw Material Software Limited
 - 
 -    The code included in this file is provided under the terms of the ISC license
 -    http://www.isc.org/downloads/software-support-policy/isc-license. Permission
 -    To use, copy, modify, and/or distribute this software for any purpose with or
 -    without fee is hereby granted provided that the above copyright notice and
 -    this permission notice appear in all copies.
 - 
 -    THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
 -    WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
 -    PURPOSE, ARE DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - /*******************************************************************************
 -  The block below describes the properties of this PIP. A PIP is a short snippet
 -  of code that can be read by the Projucer and used to generate a JUCE project.
 - 
 -  BEGIN_JUCE_PIP_METADATA
 - 
 -  name:             AudioAppDemo
 -  version:          1.0.0
 -  vendor:           JUCE
 -  website:          http://juce.com
 -  description:      Simple audio application.
 - 
 -  dependencies:     juce_audio_basics, juce_audio_devices, juce_audio_formats,
 -                    juce_audio_processors, juce_audio_utils, juce_core,
 -                    juce_data_structures, juce_events, juce_graphics,
 -                    juce_gui_basics, juce_gui_extra
 -  exporters:        xcode_mac, vs2022, linux_make, androidstudio, xcode_iphone
 - 
 -  moduleFlags:      JUCE_STRICT_REFCOUNTEDPOINTER=1
 - 
 -  type:             Component
 -  mainClass:        AudioAppDemo
 - 
 -  useLocalCopy:     1
 - 
 -  END_JUCE_PIP_METADATA
 - 
 - *******************************************************************************/
 - 
 - #pragma once
 - 
 - 
 - //==============================================================================
 - class AudioAppDemo final : public AudioAppComponent
 - {
 - public:
 -     //==============================================================================
 -     AudioAppDemo()
 -        #ifdef JUCE_DEMO_RUNNER
 -         : AudioAppComponent (getSharedAudioDeviceManager (0, 2))
 -        #endif
 -     {
 -         setAudioChannels (0, 2);
 - 
 -         setSize (800, 600);
 -     }
 - 
 -     ~AudioAppDemo() override
 -     {
 -         shutdownAudio();
 -     }
 - 
 -     //==============================================================================
 -     void prepareToPlay (int samplesPerBlockExpected, double newSampleRate) override
 -     {
 -         sampleRate = newSampleRate;
 -         expectedSamplesPerBlock = samplesPerBlockExpected;
 -     }
 - 
 -     /*  This method generates the actual audio samples.
 -         In this example the buffer is filled with a sine wave whose frequency and
 -         amplitude are controlled by the mouse position.
 -      */
 -     void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
 -     {
 -         bufferToFill.clearActiveBufferRegion();
 -         auto originalPhase = phase;
 - 
 -         for (auto chan = 0; chan < bufferToFill.buffer->getNumChannels(); ++chan)
 -         {
 -             phase = originalPhase;
 - 
 -             auto* channelData = bufferToFill.buffer->getWritePointer (chan, bufferToFill.startSample);
 - 
 -             for (auto i = 0; i < bufferToFill.numSamples ; ++i)
 -             {
 -                 channelData[i] = amplitude * std::sin (phase);
 - 
 -                 // increment the phase step for the next sample
 -                 phase = std::fmod (phase + phaseDelta, MathConstants<float>::twoPi);
 -             }
 -         }
 -     }
 - 
 -     void releaseResources() override
 -     {
 -         // This gets automatically called when audio device parameters change
 -         // or device is restarted.
 -     }
 - 
 - 
 -     //==============================================================================
 -     void paint (Graphics& g) override
 -     {
 -         // (Our component is opaque, so we must completely fill the background with a solid colour)
 -         g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
 - 
 -         auto centreY = (float) getHeight() / 2.0f;
 -         auto radius = amplitude * 200.0f;
 - 
 -         if (radius >= 0.0f)
 -         {
 -             // Draw an ellipse based on the mouse position and audio volume
 -             g.setColour (Colours::lightgreen);
 - 
 -             g.fillEllipse (jmax (0.0f, lastMousePosition.x) - radius / 2.0f,
 -                            jmax (0.0f, lastMousePosition.y) - radius / 2.0f,
 -                            radius, radius);
 -         }
 - 
 -         // Draw a representative sine wave.
 -         Path wavePath;
 -         wavePath.startNewSubPath (0, centreY);
 - 
 -         for (auto x = 1.0f; x < (float) getWidth(); ++x)
 -             wavePath.lineTo (x, centreY + amplitude * (float) getHeight() * 2.0f
 -                                             * std::sin (x * frequency * 0.0001f));
 - 
 -         g.setColour (getLookAndFeel().findColour (Slider::thumbColourId));
 -         g.strokePath (wavePath, PathStrokeType (2.0f));
 -     }
 - 
 -     // Mouse handling..
 -     void mouseDown (const MouseEvent& e) override
 -     {
 -         mouseDrag (e);
 -     }
 - 
 -     void mouseDrag (const MouseEvent& e) override
 -     {
 -         lastMousePosition = e.position;
 - 
 -         frequency = (float) (getHeight() - e.y) * 10.0f;
 -         amplitude = jmin (0.9f, 0.2f * e.position.x / (float) getWidth());
 - 
 -         phaseDelta = (float) (MathConstants<double>::twoPi * frequency / sampleRate);
 - 
 -         repaint();
 -     }
 - 
 -     void mouseUp (const MouseEvent&) override
 -     {
 -         amplitude = 0.0f;
 -         repaint();
 -     }
 - 
 -     void resized() override
 -     {
 -         // This is called when the component is resized.
 -         // If you add any child components, this is where you should
 -         // update their positions.
 -     }
 - 
 - 
 - private:
 -     //==============================================================================
 -     float phase       = 0.0f;
 -     float phaseDelta  = 0.0f;
 -     float frequency   = 5000.0f;
 -     float amplitude   = 0.2f;
 - 
 -     double sampleRate = 0.0;
 -     int expectedSamplesPerBlock = 0;
 -     Point<float> lastMousePosition;
 - 
 -     JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioAppDemo)
 - };
 
 
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