| 
							- /*
 -   ==============================================================================
 - 
 -    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.
 - 
 -    The code included in this file is provided under the terms of the ISC license
 -    http://www.isc.org/downloads/software-support-policy/isc-license. Permission
 -    To use, copy, modify, and/or distribute this software for any purpose with or
 -    without fee is hereby granted provided that the above copyright notice and
 -    this permission notice appear in all copies.
 - 
 -    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
 - {
 - 
 - //==============================================================================
 - /**
 -     Used by AudioSource::getNextAudioBlock().
 - 
 -     @tags{Audio}
 - */
 - struct JUCE_API  AudioSourceChannelInfo
 - {
 -     /** Creates an uninitialised AudioSourceChannelInfo. */
 -     AudioSourceChannelInfo() = default;
 - 
 -     /** Creates an AudioSourceChannelInfo. */
 -     AudioSourceChannelInfo (AudioBuffer<float>* bufferToUse,
 -                             int startSampleOffset, int numSamplesToUse) noexcept
 -         : buffer (bufferToUse),
 -           startSample (startSampleOffset),
 -           numSamples (numSamplesToUse)
 -     {
 -     }
 - 
 -     /** Creates an AudioSourceChannelInfo that uses the whole of a buffer.
 -         Note that the buffer provided must not be deleted while the
 -         AudioSourceChannelInfo is still using it.
 -     */
 -     explicit AudioSourceChannelInfo (AudioBuffer<float>& bufferToUse) noexcept
 -         : buffer (&bufferToUse),
 -           startSample (0),
 -           numSamples (bufferToUse.getNumSamples())
 -     {
 -     }
 - 
 -     /** The destination buffer to fill with audio data.
 - 
 -         When the AudioSource::getNextAudioBlock() method is called, the active section
 -         of this buffer should be filled with whatever output the source produces.
 - 
 -         Only the samples specified by the startSample and numSamples members of this structure
 -         should be affected by the call.
 - 
 -         The contents of the buffer when it is passed to the AudioSource::getNextAudioBlock()
 -         method can be treated as the input if the source is performing some kind of filter operation,
 -         but should be cleared if this is not the case - the clearActiveBufferRegion() is
 -         a handy way of doing this.
 - 
 -         The number of channels in the buffer could be anything, so the AudioSource
 -         must cope with this in whatever way is appropriate for its function.
 -     */
 -     AudioBuffer<float>* buffer;
 - 
 -     /** The first sample in the buffer from which the callback is expected
 -         to write data. */
 -     int startSample;
 - 
 -     /** The number of samples in the buffer which the callback is expected to
 -         fill with data. */
 -     int numSamples;
 - 
 -     /** Convenient method to clear the buffer if the source is not producing any data. */
 -     void clearActiveBufferRegion() const
 -     {
 -         if (buffer != nullptr)
 -             buffer->clear (startSample, numSamples);
 -     }
 - };
 - 
 - 
 - //==============================================================================
 - /**
 -     Base class for objects that can produce a continuous stream of audio.
 - 
 -     An AudioSource has two states: 'prepared' and 'unprepared'.
 - 
 -     When a source needs to be played, it is first put into a 'prepared' state by a call to
 -     prepareToPlay(), and then repeated calls will be made to its getNextAudioBlock() method to
 -     process the audio data.
 - 
 -     Once playback has finished, the releaseResources() method is called to put the stream
 -     back into an 'unprepared' state.
 - 
 -     @see AudioFormatReaderSource, ResamplingAudioSource
 - 
 -     @tags{Audio}
 - */
 - class JUCE_API  AudioSource
 - {
 - protected:
 -     //==============================================================================
 -     /** Creates an AudioSource. */
 -     AudioSource() = default;
 - 
 - public:
 -     /** Destructor. */
 -     virtual ~AudioSource()      = default;
 - 
 -     //==============================================================================
 -     /** 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) = 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;
 - };
 - 
 - } // namespace juce
 
 
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