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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, float_Pi * 2.0f);
- }
- }
- }
-
- 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) (2.0 * double_Pi * 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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