This commit is contained in:
2017-06-19 14:19:29 -04:00
commit 77a915e8db
18 changed files with 1370 additions and 0 deletions

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.gitignore vendored Normal file
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JuceLibraryCode/
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</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7A061C45E4D523B54BC569E8"
BuildableName = "lampshade.component"
BlueprintName = "lampshade - AU"
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<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

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@@ -0,0 +1,80 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0820"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
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BlueprintIdentifier = "A341F220FAA920124253C262"
BuildableName = "lampshade - All"
BlueprintName = "lampshade - All"
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</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "A341F220FAA920124253C262"
BuildableName = "lampshade - All"
BlueprintName = "lampshade - All"
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</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "A341F220FAA920124253C262"
BuildableName = "lampshade - All"
BlueprintName = "lampshade - All"
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<AnalyzeAction
buildConfiguration = "Debug">
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<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

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@@ -0,0 +1,80 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0820"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
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buildForTesting = "YES"
buildForRunning = "YES"
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buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "CA9D59CE54C5806061F9AE4F"
BuildableName = "liblampshade.a"
BlueprintName = "lampshade - Shared Code"
ReferencedContainer = "container:lampshade.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "CA9D59CE54C5806061F9AE4F"
BuildableName = "liblampshade.a"
BlueprintName = "lampshade - Shared Code"
ReferencedContainer = "container:lampshade.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
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debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
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buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
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@@ -0,0 +1,80 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0820"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "348ED034FDD0364809BA969F"
BuildableName = "lampshade.vst"
BlueprintName = "lampshade - VST"
ReferencedContainer = "container:lampshade.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "348ED034FDD0364809BA969F"
BuildableName = "lampshade.vst"
BlueprintName = "lampshade - VST"
ReferencedContainer = "container:lampshade.xcodeproj">
</BuildableReference>
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</AdditionalOptions>
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shouldUseLaunchSchemeArgsEnv = "YES"
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useCustomWorkingDirectory = "NO"
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buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
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View File

@@ -0,0 +1,52 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>SchemeUserState</key>
<dict>
<key>lampshade - AU.xcscheme</key>
<dict>
<key>orderHint</key>
<integer>2</integer>
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<key>lampshade - All.xcscheme</key>
<dict>
<key>orderHint</key>
<integer>0</integer>
</dict>
<key>lampshade - Shared Code.xcscheme</key>
<dict>
<key>orderHint</key>
<integer>3</integer>
</dict>
<key>lampshade - VST.xcscheme</key>
<dict>
<key>orderHint</key>
<integer>1</integer>
</dict>
</dict>
<key>SuppressBuildableAutocreation</key>
<dict>
<key>348ED034FDD0364809BA969F</key>
<dict>
<key>primary</key>
<true/>
</dict>
<key>7A061C45E4D523B54BC569E8</key>
<dict>
<key>primary</key>
<true/>
</dict>
<key>A341F220FAA920124253C262</key>
<dict>
<key>primary</key>
<true/>
</dict>
<key>CA9D59CE54C5806061F9AE4F</key>
<dict>
<key>primary</key>
<true/>
</dict>
</dict>
</dict>
</plist>

43
Source/PluginEditor.cpp Normal file
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/*
==============================================================================
This file was auto-generated!
It contains the basic framework code for a JUCE plugin editor.
==============================================================================
*/
#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
LampshadeAudioProcessorEditor::LampshadeAudioProcessorEditor (LampshadeAudioProcessor& p)
: AudioProcessorEditor (&p), processor (p)
{
// Make sure that before the constructor has finished, you've set the
// editor's size to whatever you need it to be.
setSize (400, 300);
}
LampshadeAudioProcessorEditor::~LampshadeAudioProcessorEditor()
{
}
//==============================================================================
void LampshadeAudioProcessorEditor::paint (Graphics& g)
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
g.setColour (Colours::white);
g.setFont (15.0f);
g.drawFittedText ("Hello World!", getLocalBounds(), Justification::centred, 1);
}
void LampshadeAudioProcessorEditor::resized()
{
// This is generally where you'll want to lay out the positions of any
// subcomponents in your editor..
}

36
Source/PluginEditor.h Normal file
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/*
==============================================================================
This file was auto-generated!
It contains the basic framework code for a JUCE plugin editor.
==============================================================================
*/
#pragma once
#include "../JuceLibraryCode/JuceHeader.h"
#include "PluginProcessor.h"
//==============================================================================
/**
*/
class LampshadeAudioProcessorEditor : public AudioProcessorEditor
{
public:
LampshadeAudioProcessorEditor (LampshadeAudioProcessor&);
~LampshadeAudioProcessorEditor();
//==============================================================================
void paint (Graphics&) override;
void resized() override;
private:
// This reference is provided as a quick way for your editor to
// access the processor object that created it.
LampshadeAudioProcessor& processor;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LampshadeAudioProcessorEditor)
};

178
Source/PluginProcessor.cpp Normal file
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@@ -0,0 +1,178 @@
/*
==============================================================================
This file was auto-generated!
It contains the basic framework code for a JUCE plugin processor.
==============================================================================
*/
#include "PluginProcessor.h"
#include "PluginEditor.h"
//==============================================================================
LampshadeAudioProcessor::LampshadeAudioProcessor()
#ifndef JucePlugin_PreferredChannelConfigurations
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput ("Input", AudioChannelSet::stereo(), true)
#endif
.withOutput ("Output", AudioChannelSet::stereo(), true)
#endif
)
#endif
{
}
LampshadeAudioProcessor::~LampshadeAudioProcessor()
{
}
//==============================================================================
const String LampshadeAudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool LampshadeAudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool LampshadeAudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
double LampshadeAudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int LampshadeAudioProcessor::getNumPrograms()
{
return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
// so this should be at least 1, even if you're not really implementing programs.
}
int LampshadeAudioProcessor::getCurrentProgram()
{
return 0;
}
void LampshadeAudioProcessor::setCurrentProgram (int index)
{
}
const String LampshadeAudioProcessor::getProgramName (int index)
{
return {};
}
void LampshadeAudioProcessor::changeProgramName (int index, const String& newName)
{
}
//==============================================================================
void LampshadeAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
// Use this method as the place to do any pre-playback
// initialisation that you need..
}
void LampshadeAudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
#ifndef JucePlugin_PreferredChannelConfigurations
bool LampshadeAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
#if JucePlugin_IsMidiEffect
ignoreUnused (layouts);
return true;
#else
// This is the place where you check if the layout is supported.
// In this template code we only support mono or stereo.
if (layouts.getMainOutputChannelSet() != AudioChannelSet::mono()
&& layouts.getMainOutputChannelSet() != AudioChannelSet::stereo())
return false;
// This checks if the input layout matches the output layout
#if ! JucePlugin_IsSynth
if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
return false;
#endif
return true;
#endif
}
#endif
void LampshadeAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
{
const int totalNumInputChannels = getTotalNumInputChannels();
const int totalNumOutputChannels = getTotalNumOutputChannels();
// In case we have more outputs than inputs, this code clears any output
// channels that didn't contain input data, (because these aren't
// guaranteed to be empty - they may contain garbage).
// This is here to avoid people getting screaming feedback
// when they first compile a plugin, but obviously you don't need to keep
// this code if your algorithm always overwrites all the output channels.
for (int i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
buffer.clear (i, 0, buffer.getNumSamples());
// This is the place where you'd normally do the guts of your plugin's
// audio processing...
for (int channel = 0; channel < totalNumInputChannels; ++channel)
{
float* channelData = buffer.getWritePointer (channel);
// ..do something to the data...
}
}
//==============================================================================
bool LampshadeAudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
AudioProcessorEditor* LampshadeAudioProcessor::createEditor()
{
return new LampshadeAudioProcessorEditor (*this);
}
//==============================================================================
void LampshadeAudioProcessor::getStateInformation (MemoryBlock& destData)
{
// You should use this method to store your parameters in the memory block.
// You could do that either as raw data, or use the XML or ValueTree classes
// as intermediaries to make it easy to save and load complex data.
}
void LampshadeAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
}
//==============================================================================
// This creates new instances of the plugin..
AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new LampshadeAudioProcessor();
}

61
Source/PluginProcessor.h Normal file
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@@ -0,0 +1,61 @@
/*
==============================================================================
This file was auto-generated!
It contains the basic framework code for a JUCE plugin processor.
==============================================================================
*/
#pragma once
#include "../JuceLibraryCode/JuceHeader.h"
//==============================================================================
/**
*/
class LampshadeAudioProcessor : public AudioProcessor
{
public:
//==============================================================================
LampshadeAudioProcessor();
~LampshadeAudioProcessor();
//==============================================================================
void prepareToPlay (double sampleRate, int samplesPerBlock) override;
void releaseResources() override;
#ifndef JucePlugin_PreferredChannelConfigurations
bool isBusesLayoutSupported (const BusesLayout& layouts) const override;
#endif
void processBlock (AudioSampleBuffer&, MidiBuffer&) override;
//==============================================================================
AudioProcessorEditor* createEditor() override;
bool hasEditor() const override;
//==============================================================================
const String getName() const override;
bool acceptsMidi() const override;
bool producesMidi() const override;
double getTailLengthSeconds() const override;
//==============================================================================
int getNumPrograms() override;
int getCurrentProgram() override;
void setCurrentProgram (int index) override;
const String getProgramName (int index) override;
void changeProgramName (int index, const String& newName) override;
//==============================================================================
void getStateInformation (MemoryBlock& destData) override;
void setStateInformation (const void* data, int sizeInBytes) override;
private:
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LampshadeAudioProcessor)
};

65
lampshade.jucer Normal file
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@@ -0,0 +1,65 @@
<?xml version="1.0" encoding="UTF-8"?>
<JUCERPROJECT id="RELS1e" name="lampshade" displaySplashScreen="1" reportAppUsage="1"
splashScreenColour="Dark" projectType="audioplug" version="1.0.0"
bundleIdentifier="com.yourcompany.lampshade" includeBinaryInAppConfig="1"
buildVST="1" buildVST3="0" buildAU="1" buildAUv3="0" buildRTAS="0"
buildAAX="0" buildStandalone="0" enableIAA="0" pluginName="lampshade"
pluginDesc="lampshade" pluginManufacturer="yourcompany" pluginManufacturerCode="Manu"
pluginCode="Rels" pluginChannelConfigs="" pluginIsSynth="0" pluginWantsMidiIn="0"
pluginProducesMidiOut="0" pluginIsMidiEffectPlugin="0" pluginEditorRequiresKeys="0"
pluginAUExportPrefix="lampshadeAU" pluginRTASCategory="" aaxIdentifier="com.yourcompany.lampshade"
pluginAAXCategory="AAX_ePlugInCategory_Dynamics" jucerVersion="5.0.2">
<MAINGROUP id="GHLPwD" name="lampshade">
<GROUP id="{C42E5ACC-06AB-BF28-4550-5DDDE3A4BA5F}" name="Source">
<FILE id="YxKhY1" name="PluginProcessor.cpp" compile="1" resource="0"
file="Source/PluginProcessor.cpp"/>
<FILE id="n6D5RN" name="PluginProcessor.h" compile="0" resource="0"
file="Source/PluginProcessor.h"/>
<FILE id="LeuZUn" name="PluginEditor.cpp" compile="1" resource="0"
file="Source/PluginEditor.cpp"/>
<FILE id="ReytWw" name="PluginEditor.h" compile="0" resource="0" file="Source/PluginEditor.h"/>
</GROUP>
</MAINGROUP>
<EXPORTFORMATS>
<XCODE_MAC targetFolder="Builds/MacOSX">
<CONFIGURATIONS>
<CONFIGURATION name="Debug" isDebug="1" optimisation="1" targetName="lampshade"/>
<CONFIGURATION name="Release" isDebug="0" optimisation="3" targetName="lampshade"/>
</CONFIGURATIONS>
<MODULEPATHS>
<MODULEPATH id="juce_core" path="../JUCE/modules"/>
<MODULEPATH id="juce_events" path="../JUCE/modules"/>
<MODULEPATH id="juce_graphics" path="../JUCE/modules"/>
<MODULEPATH id="juce_data_structures" path="../JUCE/modules"/>
<MODULEPATH id="juce_gui_basics" path="../JUCE/modules"/>
<MODULEPATH id="juce_gui_extra" path="../JUCE/modules"/>
<MODULEPATH id="juce_cryptography" path="../JUCE/modules"/>
<MODULEPATH id="juce_video" path="../JUCE/modules"/>
<MODULEPATH id="juce_opengl" path="../JUCE/modules"/>
<MODULEPATH id="juce_audio_basics" path="../JUCE/modules"/>
<MODULEPATH id="juce_audio_devices" path="../JUCE/modules"/>
<MODULEPATH id="juce_audio_formats" path="../JUCE/modules"/>
<MODULEPATH id="juce_audio_processors" path="../JUCE/modules"/>
<MODULEPATH id="juce_audio_plugin_client" path="../JUCE/modules"/>
</MODULEPATHS>
</XCODE_MAC>
</EXPORTFORMATS>
<MODULES>
<MODULE id="juce_audio_basics" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_audio_devices" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_audio_formats" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_audio_plugin_client" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_audio_processors" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_core" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_cryptography" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_data_structures" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_events" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_graphics" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_gui_basics" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_gui_extra" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_opengl" showAllCode="1" useLocalCopy="0"/>
<MODULE id="juce_video" showAllCode="1" useLocalCopy="0"/>
</MODULES>
<JUCEOPTIONS JUCE_QUICKTIME="disabled"/>
</JUCERPROJECT>