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43
Source/PluginEditor.cpp
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43
Source/PluginEditor.cpp
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin editor.
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==============================================================================
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*/
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#include "PluginProcessor.h"
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#include "PluginEditor.h"
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//==============================================================================
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LampshadeAudioProcessorEditor::LampshadeAudioProcessorEditor (LampshadeAudioProcessor& p)
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: AudioProcessorEditor (&p), processor (p)
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{
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// Make sure that before the constructor has finished, you've set the
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// editor's size to whatever you need it to be.
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setSize (400, 300);
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}
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LampshadeAudioProcessorEditor::~LampshadeAudioProcessorEditor()
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{
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}
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//==============================================================================
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void LampshadeAudioProcessorEditor::paint (Graphics& g)
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{
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// (Our component is opaque, so we must completely fill the background with a solid colour)
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g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
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g.setColour (Colours::white);
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g.setFont (15.0f);
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g.drawFittedText ("Hello World!", getLocalBounds(), Justification::centred, 1);
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}
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void LampshadeAudioProcessorEditor::resized()
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{
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// This is generally where you'll want to lay out the positions of any
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// subcomponents in your editor..
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}
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36
Source/PluginEditor.h
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36
Source/PluginEditor.h
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin editor.
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==============================================================================
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*/
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#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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#include "PluginProcessor.h"
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//==============================================================================
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/**
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*/
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class LampshadeAudioProcessorEditor : public AudioProcessorEditor
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{
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public:
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LampshadeAudioProcessorEditor (LampshadeAudioProcessor&);
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~LampshadeAudioProcessorEditor();
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//==============================================================================
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void paint (Graphics&) override;
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void resized() override;
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private:
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// This reference is provided as a quick way for your editor to
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// access the processor object that created it.
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LampshadeAudioProcessor& processor;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LampshadeAudioProcessorEditor)
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};
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178
Source/PluginProcessor.cpp
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178
Source/PluginProcessor.cpp
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin processor.
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==============================================================================
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*/
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#include "PluginProcessor.h"
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#include "PluginEditor.h"
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//==============================================================================
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LampshadeAudioProcessor::LampshadeAudioProcessor()
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#ifndef JucePlugin_PreferredChannelConfigurations
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: AudioProcessor (BusesProperties()
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#if ! JucePlugin_IsMidiEffect
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#if ! JucePlugin_IsSynth
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.withInput ("Input", AudioChannelSet::stereo(), true)
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#endif
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.withOutput ("Output", AudioChannelSet::stereo(), true)
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#endif
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)
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#endif
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{
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}
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LampshadeAudioProcessor::~LampshadeAudioProcessor()
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{
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}
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//==============================================================================
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const String LampshadeAudioProcessor::getName() const
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{
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return JucePlugin_Name;
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}
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bool LampshadeAudioProcessor::acceptsMidi() const
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{
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#if JucePlugin_WantsMidiInput
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return true;
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#else
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return false;
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#endif
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}
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bool LampshadeAudioProcessor::producesMidi() const
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{
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#if JucePlugin_ProducesMidiOutput
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return true;
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#else
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return false;
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#endif
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}
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double LampshadeAudioProcessor::getTailLengthSeconds() const
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{
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return 0.0;
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}
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int LampshadeAudioProcessor::getNumPrograms()
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{
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return 1; // NB: some hosts don't cope very well if you tell them there are 0 programs,
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// so this should be at least 1, even if you're not really implementing programs.
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}
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int LampshadeAudioProcessor::getCurrentProgram()
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{
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return 0;
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}
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void LampshadeAudioProcessor::setCurrentProgram (int index)
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{
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}
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const String LampshadeAudioProcessor::getProgramName (int index)
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{
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return {};
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}
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void LampshadeAudioProcessor::changeProgramName (int index, const String& newName)
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{
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}
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//==============================================================================
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void LampshadeAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
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{
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// Use this method as the place to do any pre-playback
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// initialisation that you need..
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}
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void LampshadeAudioProcessor::releaseResources()
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{
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// When playback stops, you can use this as an opportunity to free up any
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// spare memory, etc.
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}
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#ifndef JucePlugin_PreferredChannelConfigurations
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bool LampshadeAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
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{
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#if JucePlugin_IsMidiEffect
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ignoreUnused (layouts);
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return true;
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#else
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// This is the place where you check if the layout is supported.
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// In this template code we only support mono or stereo.
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if (layouts.getMainOutputChannelSet() != AudioChannelSet::mono()
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&& layouts.getMainOutputChannelSet() != AudioChannelSet::stereo())
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return false;
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// This checks if the input layout matches the output layout
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#if ! JucePlugin_IsSynth
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if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
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return false;
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#endif
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return true;
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#endif
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}
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#endif
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void LampshadeAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffer& midiMessages)
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{
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const int totalNumInputChannels = getTotalNumInputChannels();
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const int totalNumOutputChannels = getTotalNumOutputChannels();
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// In case we have more outputs than inputs, this code clears any output
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// channels that didn't contain input data, (because these aren't
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// guaranteed to be empty - they may contain garbage).
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// This is here to avoid people getting screaming feedback
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// when they first compile a plugin, but obviously you don't need to keep
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// this code if your algorithm always overwrites all the output channels.
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for (int i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
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buffer.clear (i, 0, buffer.getNumSamples());
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// This is the place where you'd normally do the guts of your plugin's
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// audio processing...
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for (int channel = 0; channel < totalNumInputChannels; ++channel)
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{
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float* channelData = buffer.getWritePointer (channel);
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// ..do something to the data...
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}
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}
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//==============================================================================
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bool LampshadeAudioProcessor::hasEditor() const
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{
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return true; // (change this to false if you choose to not supply an editor)
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}
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AudioProcessorEditor* LampshadeAudioProcessor::createEditor()
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{
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return new LampshadeAudioProcessorEditor (*this);
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}
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//==============================================================================
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void LampshadeAudioProcessor::getStateInformation (MemoryBlock& destData)
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{
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// You should use this method to store your parameters in the memory block.
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// You could do that either as raw data, or use the XML or ValueTree classes
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// as intermediaries to make it easy to save and load complex data.
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}
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void LampshadeAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
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{
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// You should use this method to restore your parameters from this memory block,
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// whose contents will have been created by the getStateInformation() call.
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}
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//==============================================================================
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// This creates new instances of the plugin..
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AudioProcessor* JUCE_CALLTYPE createPluginFilter()
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{
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return new LampshadeAudioProcessor();
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}
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61
Source/PluginProcessor.h
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61
Source/PluginProcessor.h
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@@ -0,0 +1,61 @@
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin processor.
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==============================================================================
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*/
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#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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//==============================================================================
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/**
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*/
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class LampshadeAudioProcessor : public AudioProcessor
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{
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public:
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//==============================================================================
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LampshadeAudioProcessor();
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~LampshadeAudioProcessor();
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//==============================================================================
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void prepareToPlay (double sampleRate, int samplesPerBlock) override;
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void releaseResources() override;
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#ifndef JucePlugin_PreferredChannelConfigurations
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bool isBusesLayoutSupported (const BusesLayout& layouts) const override;
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#endif
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void processBlock (AudioSampleBuffer&, MidiBuffer&) override;
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//==============================================================================
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AudioProcessorEditor* createEditor() override;
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bool hasEditor() const override;
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//==============================================================================
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const String getName() const override;
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bool acceptsMidi() const override;
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bool producesMidi() const override;
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double getTailLengthSeconds() const override;
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//==============================================================================
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int getNumPrograms() override;
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int getCurrentProgram() override;
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void setCurrentProgram (int index) override;
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const String getProgramName (int index) override;
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void changeProgramName (int index, const String& newName) override;
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//==============================================================================
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void getStateInformation (MemoryBlock& destData) override;
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void setStateInformation (const void* data, int sizeInBytes) override;
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private:
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//==============================================================================
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LampshadeAudioProcessor)
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};
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