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227 lines
7.7 KiB
227 lines
7.7 KiB
/*
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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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#if defined (JUCE_AUDIO_DEVICES_H_INCLUDED) && ! JUCE_AMALGAMATED_INCLUDE
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/* When you add this cpp file to your project, you mustn't include it in a file where you've
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already included any other headers - just put it inside a file on its own, possibly with your config
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flags preceding it, but don't include anything else. That also includes avoiding any automatic prefix
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header files that the compiler may be using.
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*/
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#error "Incorrect use of JUCE cpp file"
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#endif
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// Your project must contain an AppConfig.h file with your project-specific settings in it,
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// and your header search path must make it accessible to the module's files.
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#include "AppConfig.h"
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#include "../juce_core/native/juce_BasicNativeHeaders.h"
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#include "juce_audio_devices.h"
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//==============================================================================
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#if JUCE_MAC
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#define Point CarbonDummyPointName
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#define Component CarbonDummyCompName
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#import <CoreAudio/AudioHardware.h>
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#import <CoreMIDI/MIDIServices.h>
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#import <DiscRecording/DiscRecording.h>
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#import <AudioToolbox/AudioServices.h>
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#undef Point
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#undef Component
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#elif JUCE_IOS
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#import <AudioToolbox/AudioToolbox.h>
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#import <AVFoundation/AVFoundation.h>
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#import <CoreMIDI/MIDIServices.h>
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//==============================================================================
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#elif JUCE_WINDOWS
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#if JUCE_WASAPI
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#include <MMReg.h>
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#endif
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#if JUCE_ASIO
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/* This is very frustrating - we only need to use a handful of definitions from
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a couple of the header files in Steinberg's ASIO SDK, and it'd be easy to copy
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about 30 lines of code into this cpp file to create a fully stand-alone ASIO
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implementation...
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..unfortunately that would break Steinberg's license agreement for use of
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their SDK, so I'm not allowed to do this.
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This means that anyone who wants to use JUCE's ASIO abilities will have to:
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1) Agree to Steinberg's licensing terms and download the ASIO SDK
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(see www.steinberg.net/Steinberg/Developers.asp).
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2) Enable this code with a global definition #define JUCE_ASIO 1.
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3) Make sure that your header search path contains the iasiodrv.h file that
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comes with the SDK. (Only about a handful of the SDK header files are actually
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needed - so to simplify things, you could just copy these into your JUCE directory).
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*/
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#include <iasiodrv.h>
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#endif
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#if JUCE_USE_CDBURNER
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/* You'll need the Platform SDK for these headers - if you don't have it and don't
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need to use CD-burning, then you might just want to set the JUCE_USE_CDBURNER flag
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to 0, to avoid these includes.
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*/
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#include <imapi.h>
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#include <imapierror.h>
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#endif
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//==============================================================================
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#elif JUCE_LINUX
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#if JUCE_ALSA
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/* Got an include error here? If so, you've either not got ALSA installed, or you've
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not got your paths set up correctly to find its header files.
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The package you need to install to get ASLA support is "libasound2-dev".
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If you don't have the ALSA library and don't want to build Juce with audio support,
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just set the JUCE_ALSA flag to 0.
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*/
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#include <alsa/asoundlib.h>
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#endif
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#if JUCE_JACK
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/* Got an include error here? If so, you've either not got jack-audio-connection-kit
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installed, or you've not got your paths set up correctly to find its header files.
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The package you need to install to get JACK support is "libjack-dev".
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If you don't have the jack-audio-connection-kit library and don't want to build
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Juce with low latency audio support, just set the JUCE_JACK flag to 0.
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*/
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#include <jack/jack.h>
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#endif
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#undef SIZEOF
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//==============================================================================
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#elif JUCE_ANDROID
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#if JUCE_USE_ANDROID_OPENSLES
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#include <SLES/OpenSLES.h>
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#include <SLES/OpenSLES_Android.h>
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#include <SLES/OpenSLES_AndroidConfiguration.h>
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#endif
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#endif
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namespace juce
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{
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#include "audio_io/juce_AudioDeviceManager.cpp"
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#include "audio_io/juce_AudioIODevice.cpp"
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#include "audio_io/juce_AudioIODeviceType.cpp"
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#include "midi_io/juce_MidiMessageCollector.cpp"
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#include "midi_io/juce_MidiOutput.cpp"
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#include "audio_cd/juce_AudioCDReader.cpp"
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#include "sources/juce_AudioSourcePlayer.cpp"
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#include "sources/juce_AudioTransportSource.cpp"
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#include "native/juce_MidiDataConcatenator.h"
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//==============================================================================
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#if JUCE_MAC
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#include "../juce_core/native/juce_osx_ObjCHelpers.h"
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#include "native/juce_mac_CoreAudio.cpp"
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#include "native/juce_mac_CoreMidi.cpp"
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#if JUCE_USE_CDREADER
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#include "native/juce_mac_AudioCDReader.mm"
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#endif
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#if JUCE_USE_CDBURNER
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#include "native/juce_mac_AudioCDBurner.mm"
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#endif
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//==============================================================================
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#elif JUCE_IOS
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#include "native/juce_ios_Audio.cpp"
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#include "native/juce_mac_CoreMidi.cpp"
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//==============================================================================
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#elif JUCE_WINDOWS
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#include "../juce_core/native/juce_win32_ComSmartPtr.h"
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#include "../juce_events/native/juce_win32_HiddenMessageWindow.h"
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#if JUCE_WASAPI
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#include "native/juce_win32_WASAPI.cpp"
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#endif
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#if JUCE_DIRECTSOUND
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#include "native/juce_win32_DirectSound.cpp"
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#endif
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#include "native/juce_win32_Midi.cpp"
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#if JUCE_ASIO
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#include "native/juce_win32_ASIO.cpp"
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#endif
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#if JUCE_USE_CDREADER
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#include "native/juce_win32_AudioCDReader.cpp"
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#endif
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#if JUCE_USE_CDBURNER
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#include "native/juce_win32_AudioCDBurner.cpp"
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#endif
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//==============================================================================
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#elif JUCE_LINUX
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#if JUCE_ALSA
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#include "native/juce_linux_ALSA.cpp"
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#endif
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#include "native/juce_linux_Midi.cpp"
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#if JUCE_JACK
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#include "native/juce_linux_JackAudio.cpp"
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#endif
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#if JUCE_USE_CDREADER
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#include "native/juce_linux_AudioCDReader.cpp"
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#endif
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//==============================================================================
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#elif JUCE_ANDROID
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#include "../juce_core/native/juce_android_JNIHelpers.h"
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#include "native/juce_android_Audio.cpp"
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#include "native/juce_android_Midi.cpp"
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#if JUCE_USE_ANDROID_OPENSLES
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#include "native/juce_android_OpenSL.cpp"
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#endif
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#endif
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#if ! JUCE_SYSTEMAUDIOVOL_IMPLEMENTED
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// None of these methods are available. (On Windows you might need to enable WASAPI for this)
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float JUCE_CALLTYPE SystemAudioVolume::getGain() { jassertfalse; return 0.0f; }
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bool JUCE_CALLTYPE SystemAudioVolume::setGain (float) { jassertfalse; return false; }
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bool JUCE_CALLTYPE SystemAudioVolume::isMuted() { jassertfalse; return false; }
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bool JUCE_CALLTYPE SystemAudioVolume::setMuted (bool) { jassertfalse; return false; }
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#endif
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}
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