/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2013 - Raw Material Software Ltd. Permission is granted to use this software under the terms of either: a) the GPL v2 (or any later version) b) the Affero GPL v3 Details of these licenses can be found at: www.gnu.org/licenses JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.juce.com for more information. ============================================================================== */ #ifndef JUCE_SAMPLER_H_INCLUDED #define JUCE_SAMPLER_H_INCLUDED //============================================================================== /** 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 */ 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(); //============================================================================== /** 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. */ AudioSampleBuffer* getAudioData() const noexcept { return data; } //============================================================================== bool appliesToNote (int midiNoteNumber) override; bool appliesToChannel (int midiChannel) override; private: //============================================================================== friend class SamplerVoice; String name; ScopedPointer data; double sourceSampleRate; BigInteger midiNotes; int length, attackSamples, releaseSamples; int midiRootNote; 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 */ class JUCE_API SamplerVoice : public SynthesiserVoice { public: //============================================================================== /** Creates a SamplerVoice. */ SamplerVoice(); /** Destructor. */ ~SamplerVoice(); //============================================================================== 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); void controllerMoved (int controllerNumber, int newValue) override; void renderNextBlock (AudioSampleBuffer&, int startSample, int numSamples) override; private: //============================================================================== double pitchRatio; double sourceSamplePosition; float lgain, rgain, attackReleaseLevel, attackDelta, releaseDelta; bool isInAttack, isInRelease; JUCE_LEAK_DETECTOR (SamplerVoice) }; #endif // JUCE_SAMPLER_H_INCLUDED