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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/*
==============================================================================
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..
}

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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)
};

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Source/PluginProcessor.cpp Normal file
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/*
==============================================================================
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();
}

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Source/PluginProcessor.h Normal file
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/*
==============================================================================
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)
};