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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2020 - Raw Material Software Limited
-
- 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 6 End-User License
- Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
-
- End User License Agreement: www.juce.com/juce-6-licence
- Privacy Policy: www.juce.com/juce-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.
-
- ==============================================================================
- */
-
- 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
- */
- 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
- */
- 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
- */
- 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
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