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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2015 - ROLI 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_AUDIOPROCESSOR_H_INCLUDED
- #define JUCE_AUDIOPROCESSOR_H_INCLUDED
-
- // #include "juce_AudioPlayHead.h"
-
- //==============================================================================
- /**
- Base class for audio processing filters or plugins.
-
- This is intended to act as a base class of audio filter that is general enough to
- be wrapped as a VST, AU, RTAS, etc, or used internally.
-
- It is also used by the plugin hosting code as the wrapper around an instance
- of a loaded plugin.
-
- Derive your filter class from this base class, and if you're building a plugin,
- you should implement a global function called createPluginFilter() which creates
- and returns a new instance of your subclass.
- */
- class JUCE_API AudioProcessor
- {
- protected:
- //==============================================================================
- /** Constructor.
-
- This constructor will create a main input and output bus which are diabled
- by default. If you need more fine grain control then use the other
- constructors.
- */
- AudioProcessor();
-
- public:
- //==============================================================================
- /** Destructor. */
- virtual ~AudioProcessor();
-
- //==============================================================================
- /** Returns the name of this processor. */
- virtual const String getName() const = 0;
-
- //==============================================================================
- /** Called before playback starts, to let the filter prepare itself.
-
- The sample rate is the target sample rate, and will remain constant until
- playback stops.
-
- You can call getTotalNumInputChannels and getTotalNumOutputChannels
- or query the busLayout member variable to find out the number of
- channels your processBlock callback must process.
-
- The maximumExpectedSamplesPerBlock value is a strong hint about the maximum
- number of samples that will be provided in each block. You may want to use
- this value to resize internal buffers. You should program defensively in
- case a buggy host exceeds this value. The actual block sizes that the host
- uses may be different each time the callback happens: completely variable
- block sizes can be expected from some hosts.
-
- @see busLayout, getTotalNumInputChannels, getTotalNumOutputChannels
- */
- virtual void prepareToPlay (double sampleRate,
- int maximumExpectedSamplesPerBlock) = 0;
-
- /** Called after playback has stopped, to let the filter free up any resources it
- no longer needs.
- */
- virtual void releaseResources() = 0;
-
- /** Renders the next block.
-
- When this method is called, the buffer contains a number of channels which is
- at least as great as the maximum number of input and output channels that
- this filter is using. It will be filled with the filter's input data and
- should be replaced with the filter's output.
-
- So for example if your filter has a total of 2 input channels and 4 output
- channels, then the buffer will contain 4 channels, the first two being filled
- with the input data. Your filter should read these, do its processing, and
- replace the contents of all 4 channels with its output.
-
- Or if your filter has a total of 5 inputs and 2 outputs, the buffer will have 5
- channels, all filled with data, and your filter should overwrite the first 2 of
- these with its output. But be VERY careful not to write anything to the last 3
- channels, as these might be mapped to memory that the host assumes is read-only!
-
- If your plug-in has more than one input or output buses then the buffer passed
- to the processBlock methods will contain a bundle of all channels of each bus.
- Use AudiobusLayout::getBusBuffer to obtain an audio buffer for a
- particular bus.
-
- Note that if you have more outputs than inputs, then only those channels that
- correspond to an input channel are guaranteed to contain sensible data - e.g.
- in the case of 2 inputs and 4 outputs, the first two channels contain the input,
- but the last two channels may contain garbage, so you should be careful not to
- let this pass through without being overwritten or cleared.
-
- Also note that the buffer may have more channels than are strictly necessary,
- but you should only read/write from the ones that your filter is supposed to
- be using.
-
- The number of samples in these buffers is NOT guaranteed to be the same for every
- callback, and may be more or less than the estimated value given to prepareToPlay().
- Your code must be able to cope with variable-sized blocks, or you're going to get
- clicks and crashes!
-
- Also note that some hosts will occasionally decide to pass a buffer containing
- zero samples, so make sure that your algorithm can deal with that!
-
- If the filter is receiving a midi input, then the midiMessages array will be filled
- with the midi messages for this block. Each message's timestamp will indicate the
- message's time, as a number of samples from the start of the block.
-
- Any messages left in the midi buffer when this method has finished are assumed to
- be the filter's midi output. This means that your filter should be careful to
- clear any incoming messages from the array if it doesn't want them to be passed-on.
-
- Be very careful about what you do in this callback - it's going to be called by
- the audio thread, so any kind of interaction with the UI is absolutely
- out of the question. If you change a parameter in here and need to tell your UI to
- update itself, the best way is probably to inherit from a ChangeBroadcaster, let
- the UI components register as listeners, and then call sendChangeMessage() inside the
- processBlock() method to send out an asynchronous message. You could also use
- the AsyncUpdater class in a similar way.
-
- @see AudiobusLayout::getBusBuffer
- */
-
- virtual void processBlock (AudioSampleBuffer& buffer,
- MidiBuffer& midiMessages) = 0;
-
- /** Renders the next block when the processor is being bypassed.
-
- The default implementation of this method will pass-through any incoming audio, but
- you may override this method e.g. to add latency compensation to the data to match
- the processor's latency characteristics. This will avoid situations where bypassing
- will shift the signal forward in time, possibly creating pre-echo effects and odd timings.
- Another use for this method would be to cross-fade or morph between the wet (not bypassed)
- and dry (bypassed) signals.
- */
- virtual void processBlockBypassed (AudioSampleBuffer& buffer,
- MidiBuffer& midiMessages);
-
- //==============================================================================
- /** Returns the current AudioPlayHead object that should be used to find
- out the state and position of the playhead.
-
- You can ONLY call this from your processBlock() method! Calling it at other
- times will produce undefined behaviour, as the host may not have any context
- in which a time would make sense, and some hosts will almost certainly have
- multithreading issues if it's not called on the audio thread.
-
- The AudioPlayHead object that is returned can be used to get the details about
- the time of the start of the block currently being processed. But do not
- store this pointer or use it outside of the current audio callback, because
- the host may delete or re-use it.
-
- If the host can't or won't provide any time info, this will return nullptr.
- */
- AudioPlayHead* getPlayHead() const noexcept { return playHead; }
-
- //==============================================================================
- /** Returns the total number of input channels.
-
- This method will return the total number of input channels by accumulating
- the number of channels on each input bus. The number of channels of the
- buffer passed to your processBlock callback will be equivalent to either
- getTotalNumInputChannels or getTotalNumOutputChannels - which ever
- is greater.
-
- Note that getTotalNumInputChannels is equivalent to
- getMainBusNumInputChannels if your processor does not have any sidechains
- or aux buses.
- */
- int getTotalNumInputChannels() const noexcept { return cachedTotalIns; }
-
- /** Returns the total number of output channels.
-
- This method will return the total number of output channels by accumulating
- the number of channels on each output bus. The number of channels of the
- buffer passed to your processBlock callback will be equivalent to either
- getTotalNumInputChannels or getTotalNumOutputChannels - which ever
- is greater.
-
- Note that getTotalNumOutputChannels is equivalent to
- getMainBusNumOutputChannels if your processor does not have any sidechains
- or aux buses.
- */
- int getTotalNumOutputChannels() const noexcept { return cachedTotalOuts; }
-
- //==============================================================================
- /** Returns the current sample rate.
-
- This can be called from your processBlock() method - it's not guaranteed
- to be valid at any other time, and may return 0 if it's unknown.
- */
- double getSampleRate() const noexcept { return currentSampleRate; }
-
- /** Returns the current typical block size that is being used.
-
- This can be called from your processBlock() method - it's not guaranteed
- to be valid at any other time.
-
- Remember it's not the ONLY block size that may be used when calling
- processBlock, it's just the normal one. The actual block sizes used may be
- larger or smaller than this, and will vary between successive calls.
- */
- int getBlockSize() const noexcept { return blockSize; }
-
- //==============================================================================
-
- /** This returns the number of samples delay that the filter imposes on the audio
- passing through it.
-
- The host will call this to find the latency - the filter itself should set this value
- by calling setLatencySamples() as soon as it can during its initialisation.
- */
- int getLatencySamples() const noexcept { return latencySamples; }
-
- /** The filter should call this to set the number of samples delay that it introduces.
-
- The filter should call this as soon as it can during initialisation, and can call it
- later if the value changes.
- */
- void setLatencySamples (int newLatency);
-
- /** Returns true if the processor wants midi messages. */
- virtual bool acceptsMidi() const = 0;
-
- /** Returns true if the processor produces midi messages. */
- virtual bool producesMidi() const = 0;
-
- /** Returns true if the processor supports MPE. */
- virtual bool supportsMPE() const { return false; }
-
- /** Returns true if this is a midi effect plug-in and does no audio processing. */
- virtual bool isMidiEffect() const { return false; }
-
- virtual const String getInputChannelName (int) const { return String(); }
- virtual const String getOutputChannelName (int) const { return String(); }
-
- //==============================================================================
- /** This returns a critical section that will automatically be locked while the host
- is calling the processBlock() method.
-
- Use it from your UI or other threads to lock access to variables that are used
- by the process callback, but obviously be careful not to keep it locked for
- too long, because that could cause stuttering playback. If you need to do something
- that'll take a long time and need the processing to stop while it happens, use the
- suspendProcessing() method instead.
-
- @see suspendProcessing
- */
- const CarlaRecursiveMutex& getCallbackLock() const noexcept { return callbackLock; }
-
- /** Enables and disables the processing callback.
-
- If you need to do something time-consuming on a thread and would like to make sure
- the audio processing callback doesn't happen until you've finished, use this
- to disable the callback and re-enable it again afterwards.
-
- E.g.
- @code
- void loadNewPatch()
- {
- suspendProcessing (true);
-
- ..do something that takes ages..
-
- suspendProcessing (false);
- }
- @endcode
-
- If the host tries to make an audio callback while processing is suspended, the
- filter will return an empty buffer, but won't block the audio thread like it would
- do if you use the getCallbackLock() critical section to synchronise access.
-
- Any code that calls processBlock() should call isSuspended() before doing so, and
- if the processor is suspended, it should avoid the call and emit silence or
- whatever is appropriate.
-
- @see getCallbackLock
- */
- void suspendProcessing (bool shouldBeSuspended);
-
- /** Returns true if processing is currently suspended.
- @see suspendProcessing
- */
- bool isSuspended() const noexcept { return suspended; }
-
- /** A plugin can override this to be told when it should reset any playing voices.
-
- The default implementation does nothing, but a host may call this to tell the
- plugin that it should stop any tails or sounds that have been left running.
- */
- virtual void reset();
-
- //==============================================================================
- /** Returns true if the processor is being run in an offline mode for rendering.
-
- If the processor is being run live on realtime signals, this returns false.
- If the mode is unknown, this will assume it's realtime and return false.
-
- This value may be unreliable until the prepareToPlay() method has been called,
- and could change each time prepareToPlay() is called.
-
- @see setNonRealtime()
- */
- bool isNonRealtime() const noexcept { return nonRealtime; }
-
- /** Called by the host to tell this processor whether it's being used in a non-realtime
- capacity for offline rendering or bouncing.
- */
- virtual void setNonRealtime (bool isNonRealtime) noexcept;
-
- //==============================================================================
- /** Tells the processor to use this playhead object.
- The processor will not take ownership of the object, so the caller must delete it when
- it is no longer being used.
- */
- virtual void setPlayHead (AudioPlayHead* newPlayHead);
-
- //==============================================================================
- /** This is called by the processor to specify its details before being played. Use this
- version of the function if you are not interested in any sidechain and/or aux buses
- and do not care about the layout of channels. Otherwise use setRateAndBufferSizeDetails.*/
- void setPlayConfigDetails (int numIns, int numOuts, double sampleRate, int blockSize);
-
- /** This is called by the processor to specify its details before being played. You
- should call this function after having informed the processor about the channel
- and bus layouts via setBusesLayout.
-
- @see setBusesLayout
- */
- void setRateAndBufferSizeDetails (double sampleRate, int blockSize) noexcept;
-
- private:
- //==============================================================================
- /** @internal */
- AudioPlayHead* playHead;
-
- //==============================================================================
- double currentSampleRate;
- int blockSize, latencySamples;
- bool suspended, nonRealtime;
- CarlaRecursiveMutex callbackLock;
-
- String cachedInputSpeakerArrString;
- String cachedOutputSpeakerArrString;
-
- int cachedTotalIns, cachedTotalOuts;
-
- void processBypassed (AudioSampleBuffer&, MidiBuffer&);
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioProcessor)
- };
-
-
- #endif // JUCE_AUDIOPROCESSOR_H_INCLUDED
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