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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2013 - Raw Material Software Ltd.
-
- Permission is granted to use this software under the terms of either:
- a) the GPL v2 (or any later version)
- b) the Affero GPL v3
-
- Details of these licenses can be found at: www.gnu.org/licenses
-
- JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
- WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
- A PARTICULAR PURPOSE. See the GNU General Public License for more details.
-
- ------------------------------------------------------------------------------
-
- To release a closed-source product which uses JUCE, commercial licenses are
- available: visit www.juce.com for more information.
-
- ==============================================================================
- */
-
- #ifndef JUCE_AUDIOAPPCOMPONENT_H_INCLUDED
- #define JUCE_AUDIOAPPCOMPONENT_H_INCLUDED
-
-
- //==============================================================================
- /**
- A base class for writing audio apps that stream from the audio i/o devices.
-
- A subclass can inherit from this and implement just a few methods such as
- renderAudio(). The base class provides a basic AudioDeviceManager object
- and runs audio through the
- */
- class AudioAppComponent : public Component,
- public AudioSource
- {
- public:
- AudioAppComponent();
- ~AudioAppComponent();
-
- /** A subclass should call this from their constructor, to set up the audio. */
- void setAudioChannels (int numInputChannels, int numOutputChannels);
-
- virtual void prepareToPlay (int samplesPerBlockExpected,
- double sampleRate) = 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() = 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) = 0;
-
- AudioDeviceManager deviceManager;
-
- private:
- //==============================================================================
- AudioSourcePlayer audioSourcePlayer;
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioAppComponent)
- };
-
-
- #endif // JUCE_AUDIOAPPCOMPONENT_H_INCLUDED
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