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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_SAMPLER_H_INCLUDED
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#define JUCE_SAMPLER_H_INCLUDED
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//==============================================================================
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/**
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A subclass of SynthesiserSound that represents a sampled audio clip.
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This is a pretty basic sampler, and just attempts to load the whole audio stream
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into memory.
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To use it, create a Synthesiser, add some SamplerVoice objects to it, then
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give it some SampledSound objects to play.
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@see SamplerVoice, Synthesiser, SynthesiserSound
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*/
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class JUCE_API SamplerSound : public SynthesiserSound
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{
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public:
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//==============================================================================
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/** Creates a sampled sound from an audio reader.
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This will attempt to load the audio from the source into memory and store
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it in this object.
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@param name a name for the sample
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@param source the audio to load. This object can be safely deleted by the
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caller after this constructor returns
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@param midiNotes the set of midi keys that this sound should be played on. This
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is used by the SynthesiserSound::appliesToNote() method
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@param midiNoteForNormalPitch the midi note at which the sample should be played
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with its natural rate. All other notes will be pitched
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up or down relative to this one
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@param attackTimeSecs the attack (fade-in) time, in seconds
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@param releaseTimeSecs the decay (fade-out) time, in seconds
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@param maxSampleLengthSeconds a maximum length of audio to read from the audio
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source, in seconds
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*/
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SamplerSound (const String& name,
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AudioFormatReader& source,
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const BigInteger& midiNotes,
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int midiNoteForNormalPitch,
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double attackTimeSecs,
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double releaseTimeSecs,
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double maxSampleLengthSeconds);
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/** Destructor. */
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~SamplerSound();
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//==============================================================================
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/** Returns the sample's name */
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const String& getName() const noexcept { return name; }
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/** Returns the audio sample data.
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This could return nullptr if there was a problem loading the data.
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*/
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AudioSampleBuffer* getAudioData() const noexcept { return data; }
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//==============================================================================
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bool appliesToNote (int midiNoteNumber) override;
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bool appliesToChannel (int midiChannel) override;
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private:
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//==============================================================================
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friend class SamplerVoice;
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String name;
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ScopedPointer<AudioSampleBuffer> data;
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double sourceSampleRate;
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BigInteger midiNotes;
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int length, attackSamples, releaseSamples;
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int midiRootNote;
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JUCE_LEAK_DETECTOR (SamplerSound)
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};
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//==============================================================================
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/**
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A subclass of SynthesiserVoice that can play a SamplerSound.
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To use it, create a Synthesiser, add some SamplerVoice objects to it, then
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give it some SampledSound objects to play.
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@see SamplerSound, Synthesiser, SynthesiserVoice
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*/
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class JUCE_API SamplerVoice : public SynthesiserVoice
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{
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public:
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//==============================================================================
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/** Creates a SamplerVoice. */
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SamplerVoice();
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/** Destructor. */
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~SamplerVoice();
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//==============================================================================
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bool canPlaySound (SynthesiserSound*) override;
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void startNote (int midiNoteNumber, float velocity, SynthesiserSound*, int pitchWheel) override;
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void stopNote (float velocity, bool allowTailOff) override;
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void pitchWheelMoved (int newValue);
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void controllerMoved (int controllerNumber, int newValue) override;
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void renderNextBlock (AudioSampleBuffer&, int startSample, int numSamples) override;
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private:
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//==============================================================================
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double pitchRatio;
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double sourceSamplePosition;
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float lgain, rgain, attackReleaseLevel, attackDelta, releaseDelta;
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bool isInAttack, isInRelease;
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JUCE_LEAK_DETECTOR (SamplerVoice)
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};
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#endif // JUCE_SAMPLER_H_INCLUDED
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