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MainComponent.cpp
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111 lines (83 loc) · 3.71 KB
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/*
==============================================================================
This file was auto-generated!
==============================================================================
*/
#include "../JuceLibraryCode/JuceHeader.h"
#include "../Builds/LinuxMakefile/Test.h"
#include "../Builds/LinuxMakefile/StereoSmp.h"
#include "../Builds/LinuxMakefile/WaveTable/WaveTable.h"
#include <iostream>
//==============================================================================
/*
This component lives inside our window, and this is where you should put all
your controls and content.
*/
class MainContentComponent : public AudioAppComponent
{
public:
//==============================================================================
MainContentComponent()
{
setSize (800, 600);
// specify the number of input and output channels that we want to open
setAudioChannels (2, 2);
}
~MainContentComponent()
{
shutdownAudio();
}
//==============================================================================
void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override
{
// This function will be called when the audio device is started, or when
// its settings (i.e. sample rate, block size, etc) are changed.
// You can use this function to initialise any resources you might need,
// but be careful - it will be called on the audio thread, not the GUI thread.
// For more details, see the help for AudioProcessor::prepareToPlay()
}
void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
{
// Your audio-processing code goes here!
// For more details, see the help for AudioProcessor::getNextAudioBlock()
// Right now we are not producing any data, in which case we need to clear the buffer
// (to prevent the output of random noise)
//bufferToFill.clearActiveBufferRegion();
float* left = bufferToFill.buffer->getWritePointer(0, bufferToFill.startSample);
float* right = bufferToFill.buffer->getWritePointer(1, bufferToFill.startSample);
for (int i=0; i<bufferToFill.numSamples; i++)
{
//StereoSmp<float> out = myoutput.MakeSample();
StereoSmp<float> out = sinwt(100);
left[i] = out.left;
right[i] = out.right;
}
}
void releaseResources() override
{
// This will be called when the audio device stops, or when it is being
// restarted due to a setting change.
// For more details, see the help for AudioProcessor::releaseResources()
}
//==============================================================================
void paint (Graphics& g) override
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
// You can add your drawing code here!
}
void resized() override
{
// This is called when the MainContentComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}
private:
//==============================================================================
// Your private member variables go here...
Test myoutput;
SinWT sinwt<StereoSmp<float>>;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainContentComponent)
};
// (This function is called by the app startup code to create our main component)
Component* createMainContentComponent() { return new MainContentComponent(); }