1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202
|
/**********************************************************************
Audacity: A Digital Audio Editor
StatefulEffectBase.cpp
Dominic Mazzoni
Vaughan Johnson
Martyn Shaw
Paul Licameli split from Effect.cpp
**********************************************************************/
#include "StatefulEffectBase.h"
#include "SampleCount.h"
StatefulEffectBase::Instance::Instance(StatefulEffectBase &effect)
: mEffect{ effect }
{
}
StatefulEffectBase::Instance::~Instance() = default;
bool StatefulEffectBase::Instance::Init()
{
return GetEffect().Init();
}
bool StatefulEffectBase::Instance::RealtimeInitialize(
EffectSettings &settings, double sampleRate)
{
return GetEffect().RealtimeInitialize(settings, sampleRate);
}
bool StatefulEffectBase::Instance::
RealtimeAddProcessor(EffectSettings &settings,
EffectOutputs *pOutputs, unsigned numChannels, float sampleRate)
{
return GetEffect()
.RealtimeAddProcessor(settings, pOutputs, numChannels, sampleRate);
}
bool StatefulEffectBase::Instance::RealtimeSuspend()
{
return GetEffect().RealtimeSuspend();
}
bool StatefulEffectBase::Instance::RealtimeResume()
{
return GetEffect().RealtimeResume();
}
bool StatefulEffectBase::Instance::RealtimeProcessStart(
MessagePackage &package)
{
return GetEffect().RealtimeProcessStart(package);
}
size_t StatefulEffectBase::Instance::RealtimeProcess(size_t group,
EffectSettings &settings,
const float *const *inBuf, float *const *outBuf, size_t numSamples)
{
return GetEffect()
.RealtimeProcess(group, settings, inBuf, outBuf, numSamples);
}
bool StatefulEffectBase::Instance::RealtimeProcessEnd(EffectSettings &settings) noexcept
{
return GetEffect().RealtimeProcessEnd(settings);
}
bool StatefulEffectBase::Instance::RealtimeFinalize(EffectSettings &settings) noexcept
{
return GetEffect().RealtimeFinalize(settings);
}
size_t StatefulEffectBase::Instance::GetBlockSize() const
{
return GetEffect().GetBlockSize();
}
size_t StatefulEffectBase::Instance::SetBlockSize(size_t maxBlockSize)
{
return GetEffect().SetBlockSize(maxBlockSize);
}
unsigned StatefulEffectBase::Instance::GetAudioInCount() const
{
return GetEffect().GetAudioInCount();
}
unsigned StatefulEffectBase::Instance::GetAudioOutCount() const
{
return GetEffect().GetAudioOutCount();
}
bool StatefulEffectBase::Instance::NeedsDither() const
{
return GetEffect().NeedsDither();
}
bool StatefulEffectBase::Instance::ProcessInitialize(
EffectSettings &settings, double sampleRate, ChannelNames chanMap)
{
return GetEffect()
.ProcessInitialize(settings, sampleRate, chanMap);
}
bool StatefulEffectBase::Instance::ProcessFinalize() noexcept
{
return GetEffect().ProcessFinalize();
}
size_t StatefulEffectBase::SetBlockSize(size_t maxBlockSize)
{
mEffectBlockSize = maxBlockSize;
return mEffectBlockSize;
}
size_t StatefulEffectBase::GetBlockSize() const
{
return mEffectBlockSize;
}
unsigned StatefulEffectBase::GetAudioInCount() const
{
return 0;
}
unsigned StatefulEffectBase::GetAudioOutCount() const
{
return 0;
}
bool StatefulEffectBase::RealtimeInitialize(EffectSettings &, double)
{
return false;
}
bool StatefulEffectBase::RealtimeAddProcessor(EffectSettings &settings,
EffectOutputs *, unsigned numChannels, float sampleRate)
{
return true;
}
bool StatefulEffectBase::RealtimeSuspend()
{
return true;
}
bool StatefulEffectBase::RealtimeResume()
{
return true;
}
bool StatefulEffectBase::RealtimeProcessStart(MessagePackage &)
{
return true;
}
size_t StatefulEffectBase::RealtimeProcess(size_t group,
EffectSettings &settings,
const float *const *inbuf, float *const *outbuf, size_t numSamples)
{
return 0;
}
bool StatefulEffectBase::RealtimeProcessEnd(EffectSettings &settings) noexcept
{
return true;
}
bool StatefulEffectBase::RealtimeFinalize(EffectSettings &settings) noexcept
{
return false;
}
bool StatefulEffectBase::Init()
{
return true;
}
sampleCount StatefulEffectBase::GetLatency() const
{
return 0;
}
bool StatefulEffectBase::NeedsDither() const
{
return true;
}
bool StatefulEffectBase::ProcessInitialize(
EffectSettings &, double, ChannelNames)
{
return true;
}
bool StatefulEffectBase::ProcessFinalize() noexcept
{
return true;
}
|