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dexed/JuceLibraryCode/modules/juce_audio_formats/sampler/juce_Sampler.h

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5.4 KiB

/*
==============================================================================
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 (const int midiNoteNumber) override;
bool appliesToChannel (const int midiChannel) override;
private:
//==============================================================================
friend class SamplerVoice;
String name;
ScopedPointer<AudioSampleBuffer> 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 (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