Browse Source

Remove comments. Test nodiscard.

master
xenakios 6 years ago
parent
commit
0c04922f1f
2 changed files with 2 additions and 33 deletions
  1. +1
    -2
      Source/PluginProcessor.cpp
  2. +1
    -31
      Source/ps3_BufferingAudioSource.h

+ 1
- 2
Source/PluginProcessor.cpp View File

@@ -630,8 +630,7 @@ void PaulstretchpluginAudioProcessor::processBlock (AudioBuffer<double>& buffer,


void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages) void PaulstretchpluginAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
{ {
ScopedLock locker(m_cs);
ScopedLock locker(m_cs);
const int totalNumInputChannels = getTotalNumInputChannels(); const int totalNumInputChannels = getTotalNumInputChannels();
const int totalNumOutputChannels = getTotalNumOutputChannels(); const int totalNumOutputChannels = getTotalNumOutputChannels();
AudioPlayHead* phead = getPlayHead(); AudioPlayHead* phead = getPlayHead();


+ 1
- 31
Source/ps3_BufferingAudioSource.h View File

@@ -15,22 +15,10 @@ www.gnu.org/licenses


*/ */



#pragma once #pragma once


#include "../JuceLibraryCode/JuceHeader.h" #include "../JuceLibraryCode/JuceHeader.h"
//==============================================================================
/**
An AudioSource which takes another source as input, and buffers it using a thread.

Create this as a wrapper around another thread, and it will read-ahead with
a background thread to smooth out playback. You can either create one of these
directly, or use it indirectly using an AudioTransportSource.

@see PositionableAudioSource, AudioTransportSource


@tags{Audio}
*/
class JUCE_API MyBufferingAudioSource : public PositionableAudioSource, class JUCE_API MyBufferingAudioSource : public PositionableAudioSource,
private TimeSliceClient private TimeSliceClient
{ {
@@ -57,42 +45,24 @@ public:
int numberOfChannels = 2, int numberOfChannels = 2,
bool prefillBufferOnPrepareToPlay = true); bool prefillBufferOnPrepareToPlay = true);


/** Destructor.

The input source may be deleted depending on whether the deleteSourceWhenDeleted
flag was set in the constructor.
*/
~MyBufferingAudioSource(); ~MyBufferingAudioSource();


//==============================================================================
/** Implementation of the AudioSource method. */
void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override; void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;


/** Implementation of the AudioSource method. */
void releaseResources() override; void releaseResources() override;


/** Implementation of the AudioSource method. */
void getNextAudioBlock (const AudioSourceChannelInfo&) override; void getNextAudioBlock (const AudioSourceChannelInfo&) override;


//==============================================================================
/** Implements the PositionableAudioSource method. */
void setNextReadPosition (int64 newPosition) override; void setNextReadPosition (int64 newPosition) override;


/** Implements the PositionableAudioSource method. */
int64 getNextReadPosition() const override; int64 getNextReadPosition() const override;


/** Implements the PositionableAudioSource method. */
int64 getTotalLength() const override { return source->getTotalLength(); } int64 getTotalLength() const override { return source->getTotalLength(); }


/** Implements the PositionableAudioSource method. */
bool isLooping() const override { return source->isLooping(); } bool isLooping() const override { return source->isLooping(); }


/** A useful function to block until the next the buffer info can be filled.

This is useful for offline rendering.
*/
bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout); bool waitForNextAudioBlockReady (const AudioSourceChannelInfo& info, const uint32 timeout);
double getPercentReady();
[[nodiscard]] double getPercentReady();
int getNumberOfChannels() { return numberOfChannels; } int getNumberOfChannels() { return numberOfChannels; }
private: private:
//============================================================================== //==============================================================================


Loading…
Cancel
Save