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							- /*
 -   ==============================================================================
 - 
 -    This file is part of the JUCE library.
 -    Copyright (c) 2017 - ROLI Ltd.
 - 
 -    JUCE is an open source library subject to commercial or open-source
 -    licensing.
 - 
 -    By using JUCE, you agree to the terms of both the JUCE 5 End-User License
 -    Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
 -    27th April 2017).
 - 
 -    End User License Agreement: www.juce.com/juce-5-licence
 -    Privacy Policy: www.juce.com/juce-5-privacy-policy
 - 
 -    Or: You may also use this code under the terms of the GPL v3 (see
 -    www.gnu.org/licenses).
 - 
 -    JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
 -    EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
 -    DISCLAIMED.
 - 
 -   ==============================================================================
 - */
 - 
 - #include "../JuceLibraryCode/JuceHeader.h"
 - 
 - 
 - //==============================================================================
 - class MainContentComponent   : public AudioAppComponent
 - {
 - public:
 -     //==============================================================================
 -     MainContentComponent()
 -         : phase (0.0f),
 -           phaseDelta (0.0f),
 -           frequency (5000.0f),
 -           amplitude (0.2f),
 -           sampleRate (0.0),
 -           expectedSamplesPerBlock (0)
 -     {
 -         setSize (800, 600);
 - 
 -         // Specify the number of input and output channels that we want to open.
 -         setAudioChannels (0, 2);
 -     }
 - 
 -     ~MainContentComponent()
 -     {
 -         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();
 -         const float originalPhase = phase;
 - 
 -         for (int chan = 0; chan < bufferToFill.buffer->getNumChannels(); ++chan)
 -         {
 -             phase = originalPhase;
 - 
 -             float* const channelData = bufferToFill.buffer->getWritePointer (chan, bufferToFill.startSample);
 - 
 -             for (int 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));
 - 
 -         const float centreY = getHeight() / 2.0f;
 -         const float radius = amplitude * 200.0f;
 - 
 -         // Draw an ellipse based on the mouse position and audio volume
 -         g.setColour (Colours::lightgreen);
 -         g.fillEllipse  (lastMousePosition.x - radius / 2.0f,
 -                         lastMousePosition.y - radius / 2.0f,
 -                         radius, radius);
 - 
 -         // Draw a representative sine wave.
 -         Path wavePath;
 -         wavePath.startNewSubPath (0, centreY);
 - 
 -         for (float x = 1.0f; x < getWidth(); ++x)
 -             wavePath.lineTo (x, centreY + amplitude * 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 = (getHeight() - e.y) * 10.0f;
 -         amplitude = jmin (0.9f, 0.2f * e.position.x / 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 MainContentComponent is resized.
 -         // If you add any child components, this is where you should
 -         // update their positions.
 -     }
 - 
 - 
 - private:
 -     //==============================================================================
 -     float phase;
 -     float phaseDelta;
 -     float frequency;
 -     float amplitude;
 - 
 -     double sampleRate;
 -     int expectedSamplesPerBlock;
 -     Point<float> lastMousePosition;
 - 
 -     JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainContentComponent)
 - };
 - 
 - 
 - Component* createMainContentComponent() { return new MainContentComponent(); };
 
 
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