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/*
==============================================================================
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.
By using JUCE, you agree to the terms of both the JUCE 5 End-User License
Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
27th April 2017).
End User License Agreement: www.juce.com/juce-5-licence
Privacy Policy: www.juce.com/juce-5-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
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
{
//==============================================================================
/**
A subclass of SynthesiserSound that represents a sampled audio clip.
This is a pretty basic sampler, and just attempts to load the whole audio stream
into memory.
To use it, create a Synthesiser, add some SamplerVoice objects to it, then
give it some SampledSound objects to play.
@see SamplerVoice, Synthesiser, SynthesiserSound
@tags{Audio}
*/
class JUCE_API SamplerSound : public SynthesiserSound
{
public:
//==============================================================================
/** Creates a sampled sound from an audio reader.
This will attempt to load the audio from the source into memory and store
it in this object.
@param name a name for the sample
@param source the audio to load. This object can be safely deleted by the
caller after this constructor returns
@param midiNotes the set of midi keys that this sound should be played on. This
is used by the SynthesiserSound::appliesToNote() method
@param midiNoteForNormalPitch the midi note at which the sample should be played
with its natural rate. All other notes will be pitched
up or down relative to this one
@param attackTimeSecs the attack (fade-in) time, in seconds
@param releaseTimeSecs the decay (fade-out) time, in seconds
@param maxSampleLengthSeconds a maximum length of audio to read from the audio
source, in seconds
*/
SamplerSound (const String& name,
AudioFormatReader& source,
const BigInteger& midiNotes,
int midiNoteForNormalPitch,
double attackTimeSecs,
double releaseTimeSecs,
double maxSampleLengthSeconds);
/** Destructor. */
~SamplerSound() override;
//==============================================================================
/** Returns the sample's name */
const String& getName() const noexcept { return name; }
/** Returns the audio sample data.
This could return nullptr if there was a problem loading the data.
*/
AudioBuffer<float>* getAudioData() const noexcept { return data.get(); }
//==============================================================================
/** Changes the parameters of the ADSR envelope which will be applied to the sample. */
void setEnvelopeParameters (ADSR::Parameters parametersToUse) { params = parametersToUse; }
//==============================================================================
bool appliesToNote (int midiNoteNumber) override;
bool appliesToChannel (int midiChannel) override;
private:
//==============================================================================
friend class SamplerVoice;
String name;
std::unique_ptr<AudioBuffer<float>> data;
double sourceSampleRate;
BigInteger midiNotes;
int length = 0, midiRootNote = 0;
ADSR::Parameters params;
JUCE_LEAK_DETECTOR (SamplerSound)
};
//==============================================================================
/**
A subclass of SynthesiserVoice that can play a SamplerSound.
To use it, create a Synthesiser, add some SamplerVoice objects to it, then
give it some SampledSound objects to play.
@see SamplerSound, Synthesiser, SynthesiserVoice
@tags{Audio}
*/
class JUCE_API SamplerVoice : public SynthesiserVoice
{
public:
//==============================================================================
/** Creates a SamplerVoice. */
SamplerVoice();
/** Destructor. */
~SamplerVoice() override;
//==============================================================================
bool canPlaySound (SynthesiserSound*) override;
void startNote (int midiNoteNumber, float velocity, SynthesiserSound*, int pitchWheel) override;
void stopNote (float velocity, bool allowTailOff) override;
void pitchWheelMoved (int newValue) override;
void controllerMoved (int controllerNumber, int newValue) override;
void renderNextBlock (AudioBuffer<float>&, int startSample, int numSamples) override;
private:
//==============================================================================
double pitchRatio = 0;
double sourceSamplePosition = 0;
float lgain = 0, rgain = 0;
ADSR adsr;
JUCE_LEAK_DETECTOR (SamplerVoice)
};
} // namespace juce
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