| 
							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE 6 technical preview.
 -    Copyright (c) 2017 - ROLI Ltd.
 - 
 -    You may use this code under the terms of the GPL v3
 -    (see www.gnu.org/licenses).
 - 
 -    For this technical preview, this file is not subject to commercial licensing.
 - 
 -    JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 -    EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 -    DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - namespace juce
 - {
 - 
 - //==============================================================================
 - /**
 -     A base class for writing audio apps that stream from the audio i/o devices.
 -     Conveniently combines a Component with an AudioSource to provide a starting
 -     point for your audio applications.
 - 
 -     A subclass can inherit from this and implement just a few methods such as
 -     getNextAudioBlock(). The base class provides a basic AudioDeviceManager object
 -     and runs audio through the default output device.
 - 
 -     An application should only create one global instance of this object and multiple
 -     classes should not inherit from this.
 - 
 -     This class should not be inherited when creating a plug-in as the host will
 -     handle audio streams from hardware devices.
 - 
 -     @tags{Audio}
 - */
 - class JUCE_API AudioAppComponent   : public Component,
 -                                      public AudioSource
 - {
 - public:
 -     AudioAppComponent();
 -     AudioAppComponent (AudioDeviceManager&);
 - 
 -     ~AudioAppComponent() override;
 - 
 -     /** A subclass should call this from their constructor, to set up the audio. */
 -     void setAudioChannels (int numInputChannels, int numOutputChannels, const XmlElement* const storedSettings = nullptr);
 - 
 -     /** Tells the source to prepare for playing.
 - 
 -         An AudioSource has two states: prepared and unprepared.
 - 
 -         The prepareToPlay() method is guaranteed to be called at least once on an 'unprepared'
 -         source to put it into a 'prepared' state before any calls will be made to getNextAudioBlock().
 -         This callback allows the source to initialise any resources it might need when playing.
 - 
 -         Once playback has finished, the releaseResources() method is called to put the stream
 -         back into an 'unprepared' state.
 - 
 -         Note that this method could be called more than once in succession without
 -         a matching call to releaseResources(), so make sure your code is robust and
 -         can handle that kind of situation.
 - 
 -         @param samplesPerBlockExpected  the number of samples that the source
 -                                         will be expected to supply each time its
 -                                         getNextAudioBlock() method is called. This
 -                                         number may vary slightly, because it will be dependent
 -                                         on audio hardware callbacks, and these aren't
 -                                         guaranteed to always use a constant block size, so
 -                                         the source should be able to cope with small variations.
 -         @param sampleRate               the sample rate that the output will be used at - this
 -                                         is needed by sources such as tone generators.
 -         @see releaseResources, getNextAudioBlock
 -     */
 -     virtual void prepareToPlay (int samplesPerBlockExpected,
 -                                 double sampleRate) override = 0;
 - 
 -     /** Allows the source to release anything it no longer needs after playback has stopped.
 - 
 -         This will be called when the source is no longer going to have its getNextAudioBlock()
 -         method called, so it should release any spare memory, etc. that it might have
 -         allocated during the prepareToPlay() call.
 - 
 -         Note that there's no guarantee that prepareToPlay() will actually have been called before
 -         releaseResources(), and it may be called more than once in succession, so make sure your
 -         code is robust and doesn't make any assumptions about when it will be called.
 - 
 -         @see prepareToPlay, getNextAudioBlock
 -     */
 -     virtual void releaseResources() override = 0;
 - 
 -     /** Called repeatedly to fetch subsequent blocks of audio data.
 - 
 -         After calling the prepareToPlay() method, this callback will be made each
 -         time the audio playback hardware (or whatever other destination the audio
 -         data is going to) needs another block of data.
 - 
 -         It will generally be called on a high-priority system thread, or possibly even
 -         an interrupt, so be careful not to do too much work here, as that will cause
 -         audio glitches!
 - 
 -         @see AudioSourceChannelInfo, prepareToPlay, releaseResources
 -     */
 -     virtual void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override = 0;
 - 
 -     /** Shuts down the audio device and clears the audio source.
 - 
 -         This method should be called in the destructor of the derived class
 -         otherwise an assertion will be triggered.
 -     */
 -     void shutdownAudio();
 - 
 - 
 -     AudioDeviceManager& deviceManager;
 - 
 - private:
 -     //==============================================================================
 -     AudioDeviceManager defaultDeviceManager;
 -     AudioSourcePlayer audioSourcePlayer;
 -     bool usingCustomDeviceManager;
 - 
 -     JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioAppComponent)
 - };
 - 
 - } // namespace juce
 
 
  |