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#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
AudioPluginAudioProcessor::AudioPluginAudioProcessor()
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput ("Input", juce::AudioChannelSet::stereo(), true)
#endif
.withOutput ("Output", juce::AudioChannelSet::stereo(), true)
#endif
)
{
}
AudioPluginAudioProcessor::~AudioPluginAudioProcessor()
{
}
//==============================================================================
const juce::String AudioPluginAudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool AudioPluginAudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
bool AudioPluginAudioProcessor::isMidiEffect() const
{
#if JucePlugin_IsMidiEffect
return true;
#else
return false;
#endif
}
double AudioPluginAudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int AudioPluginAudioProcessor::getNumPrograms()
{
return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
// so this should be at least 1, even if you're not really implementing programs.
}
int AudioPluginAudioProcessor::getCurrentProgram()
{
return 0;
}
void AudioPluginAudioProcessor::setCurrentProgram (int index)
{
juce::ignoreUnused (index);
}
const juce::String AudioPluginAudioProcessor::getProgramName (int index)
{
juce::ignoreUnused (index);
return {};
}
void AudioPluginAudioProcessor::changeProgramName (int index, const juce::String& newName)
{
juce::ignoreUnused (index, newName);
}
//==============================================================================
void AudioPluginAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
// Use this method as the place to do any pre-playback
// initialisation that you need..
juce::ignoreUnused (sampleRate, samplesPerBlock);
}
void AudioPluginAudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
bool AudioPluginAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
#if JucePlugin_IsMidiEffect
juce::ignoreUnused (layouts);
return true;
#else
// This is the place where you check if the layout is supported.
// In this template code we only support mono or stereo.
// Some plugin hosts, such as certain GarageBand versions, will only
// load plugins that support stereo bus layouts.
if (layouts.getMainOutputChannelSet() != juce::AudioChannelSet::mono()
&& layouts.getMainOutputChannelSet() != juce::AudioChannelSet::stereo())
return false;
// This checks if the input layout matches the output layout
#if ! JucePlugin_IsSynth
if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
return false;
#endif
return true;
#endif
}
void AudioPluginAudioProcessor::processBlock (juce::AudioBuffer<float>& buffer,
juce::MidiBuffer& midiMessages)
{
juce::ignoreUnused (midiMessages);
juce::ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
// In case we have more outputs than inputs, this code clears any output
// channels that didn't contain input data, (because these aren't
// guaranteed to be empty - they may contain garbage).
// This is here to avoid people getting screaming feedback
// when they first compile a plugin, but obviously you don't need to keep
// this code if your algorithm always overwrites all the output channels.
for (auto i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
buffer.clear (i, 0, buffer.getNumSamples());
// This is the place where you'd normally do the guts of your plugin's
// audio processing...
// Make sure to reset the state if your inner loop is processing
// the samples and the outer loop is handling the channels.
// Alternatively, you can process the samples with the channels
// interleaved by keeping the same state.
for (int channel = 0; channel < totalNumInputChannels; ++channel)
{
auto* channelData = buffer.getWritePointer (channel);
juce::ignoreUnused (channelData);
// ..do something to the data...
}
}
//==============================================================================
bool AudioPluginAudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
juce::AudioProcessorEditor* AudioPluginAudioProcessor::createEditor()
{
return new AudioPluginAudioProcessorEditor (*this);
}
//==============================================================================
void AudioPluginAudioProcessor::getStateInformation (juce::MemoryBlock& destData)
{
// You should use this method to store your parameters in the memory block.
// You could do that either as raw data, or use the XML or ValueTree classes
// as intermediaries to make it easy to save and load complex data.
juce::ignoreUnused (destData);
}
void AudioPluginAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
juce::ignoreUnused (data, sizeInBytes);
}
//==============================================================================
// This creates new instances of the plugin..
juce::AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new AudioPluginAudioProcessor();
}
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