juicysfplugin/Source/PluginProcessor.cpp

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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"
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#include "SoundfontSynthVoice.h"
#include "SoundfontSynthSound.h"
#include "ExposesComponents.h"
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AudioProcessor* JUCE_CALLTYPE createPluginFilter();
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//==============================================================================
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JuicySFAudioProcessor::JuicySFAudioProcessor()
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: AudioProcessor (getBusesProperties()),
lastUIWidth(400),
lastUIHeight(300),
soundFontPath(String()),
lastPreset(-1),
lastBank(-1),
fluidSynthModel(*this)/*,
pluginEditor(nullptr)*/
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{
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initialiseSynth();
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}
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JuicySFAudioProcessor::~JuicySFAudioProcessor()
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{
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// delete fluidSynthModel;
}
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void JuicySFAudioProcessor::initialiseSynth() {
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fluidSynthModel.initialise();
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fluidSynth = fluidSynthModel.getSynth();
const int numVoices = 8;
// Add some voices...
for (int i = numVoices; --i >= 0;)
synth.addVoice (new SoundfontSynthVoice(fluidSynthModel.getSynth()));
// ..and give the synth a sound to play
synth.addSound (new SoundfontSynthSound());
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}
//==============================================================================
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const String JuicySFAudioProcessor::getName() const
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{
return JucePlugin_Name;
}
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bool JuicySFAudioProcessor::acceptsMidi() const
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{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
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bool JuicySFAudioProcessor::producesMidi() const
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{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
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double JuicySFAudioProcessor::getTailLengthSeconds() const
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{
return 0.0;
}
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int JuicySFAudioProcessor::getNumPrograms()
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{
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.
}
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int JuicySFAudioProcessor::getCurrentProgram()
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{
return 0;
}
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void JuicySFAudioProcessor::setCurrentProgram (int index)
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{
}
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const String JuicySFAudioProcessor::getProgramName (int index)
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{
return {};
}
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void JuicySFAudioProcessor::changeProgramName (int index, const String& newName)
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{
}
//==============================================================================
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void JuicySFAudioProcessor::prepareToPlay (double sampleRate, int /*samplesPerBlock*/)
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{
// Use this method as the place to do any pre-playback
// initialisation that you need..
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synth.setCurrentPlaybackSampleRate (sampleRate);
keyboardState.reset();
reset();
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}
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void JuicySFAudioProcessor::releaseResources()
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{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
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keyboardState.reset();
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}
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bool JuicySFAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
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{
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// Only mono/stereo and input/output must have same layout
const AudioChannelSet& mainOutput = layouts.getMainOutputChannelSet();
const AudioChannelSet& mainInput = layouts.getMainInputChannelSet();
// input and output layout must either be the same or the input must be disabled altogether
if (! mainInput.isDisabled() && mainInput != mainOutput)
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return false;
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// do not allow disabling the main buses
if (mainOutput.isDisabled())
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return false;
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// only allow stereo and mono
return mainOutput.size() <= 2;
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}
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AudioProcessor::BusesProperties JuicySFAudioProcessor::getBusesProperties() {
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return BusesProperties().withInput ("Input", AudioChannelSet::stereo(), true)
.withOutput ("Output", AudioChannelSet::stereo(), true);
}
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void JuicySFAudioProcessor::processBlock (AudioBuffer<float>& buffer, MidiBuffer& midiMessages) {
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jassert (!isUsingDoublePrecision());
const int numSamples = buffer.getNumSamples();
// Now pass any incoming midi messages to our keyboard state object, and let it
// add messages to the buffer if the user is clicking on the on-screen keys
keyboardState.processNextMidiBuffer (midiMessages, 0, numSamples, true);
// and now get our synth to process these midi events and generate its output.
synth.renderNextBlock (buffer, midiMessages, 0, numSamples);
fluid_synth_process(fluidSynth, numSamples, 1, nullptr, buffer.getNumChannels(), buffer.getArrayOfWritePointers());
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// (see juce_VST3_Wrapper.cpp for the assertion this would trip otherwise)
// we are !JucePlugin_ProducesMidiOutput, so clear remaining MIDI messages from our buffer
midiMessages.clear();
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// 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.
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// for (int i = getTotalNumInputChannels(); i < getTotalNumOutputChannels(); ++i)
// buffer.clear (i, 0, numSamples);
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}
//==============================================================================
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bool JuicySFAudioProcessor::hasEditor() const
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{
return true; // (change this to false if you choose to not supply an editor)
}
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AudioProcessorEditor* JuicySFAudioProcessor::createEditor()
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{
// grab a raw pointer to it for our own use
return /*pluginEditor = */new JuicySFAudioProcessorEditor (*this);
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}
//==============================================================================
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void JuicySFAudioProcessor::getStateInformation (MemoryBlock& destData)
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{
// 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.
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// Create an outer XML element..
XmlElement xml ("MYPLUGINSETTINGS");
// add some attributes to it..
xml.setAttribute ("uiWidth", lastUIWidth);
xml.setAttribute ("uiHeight", lastUIHeight);
xml.setAttribute ("soundFontPath", soundFontPath);
xml.setAttribute ("preset", lastPreset);
xml.setAttribute ("bank", lastBank);
// list<StateChangeSubscriber*>::iterator p;
// for(p = stateChangeSubscribers.begin(); p != stateChangeSubscribers.end(); p++) {
// (*p)->getStateInformation(xml);
// }
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// Store the values of all our parameters, using their param ID as the XML attribute
for (auto* param : getParameters())
if (auto* p = dynamic_cast<AudioProcessorParameterWithID*> (param))
xml.setAttribute (p->paramID, p->getValue());
// then use this helper function to stuff it into the binary blob and return it..
copyXmlToBinary (xml, destData);
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}
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void JuicySFAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
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{
// You should use this method to restore your parameters from this memory block,
// whose contents will have been created by the getStateInformation() call.
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// This getXmlFromBinary() helper function retrieves our XML from the binary blob..
ScopedPointer<XmlElement> xmlState (getXmlFromBinary (data, sizeInBytes));
if (xmlState != nullptr)
{
// make sure that it's actually our type of XML object..
if (xmlState->hasTagName ("MYPLUGINSETTINGS"))
{
// list<StateChangeSubscriber*>::iterator p;
// for(p = stateChangeSubscribers.begin(); p != stateChangeSubscribers.end(); p++) {
// (*p)->setStateInformation(xmlState);
// }
// ok, now pull out our last window size..
lastUIWidth = jmax (xmlState->getIntAttribute ("uiWidth", lastUIWidth), 400);
lastUIHeight = jmax (xmlState->getIntAttribute ("uiHeight", lastUIHeight), 300);
soundFontPath = xmlState->getStringAttribute ("soundFontPath", soundFontPath);
lastPreset = xmlState->getIntAttribute ("preset", lastPreset);
lastBank = xmlState->getIntAttribute ("bank", lastBank);
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// Now reload our parameters..
for (auto* param : getParameters())
if (auto* p = dynamic_cast<AudioProcessorParameterWithID*> (param))
p->setValue ((float) xmlState->getDoubleAttribute (p->paramID, p->getValue()));
fluidSynthModel.onFileNameChanged(soundFontPath);
fluidSynthModel.changePreset(lastBank, lastPreset);
AudioProcessorEditor* editor = getActiveEditor();
if (editor != nullptr) {
editor->setSize(lastUIWidth, lastUIHeight);
jassert(dynamic_cast<ExposesComponents*> (editor) != nullptr);
ExposesComponents* exposesComponents = dynamic_cast<ExposesComponents*> (editor);
exposesComponents->getFilePicker().setDisplayedFilePath(soundFontPath);
}
// const String& currentSoundFontAbsPath = fluidSynthModel->getCurrentSoundFontAbsPath();
// if (currentSoundFontAbsPath.isNotEmpty()) {
// fileChooser.setCurrentFile(File(currentSoundFontAbsPath), true, dontSendNotification);
// }
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}
}
}
//void JuicySFAudioProcessor::subscribeToStateChanges(StateChangeSubscriber* subscriber) {
// stateChangeSubscribers.push_back(subscriber);
//}
//
//void JuicySFAudioProcessor::unsubscribeFromStateChanges(StateChangeSubscriber* subscriber) {
// stateChangeSubscribers.remove(subscriber);
//}
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// FluidSynth only supports float in its process function, so that's all we can support.
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bool JuicySFAudioProcessor::supportsDoublePrecisionProcessing() const {
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return false;
}
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FluidSynthModel* JuicySFAudioProcessor::getFluidSynthModel() {
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return &fluidSynthModel;
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}
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void JuicySFAudioProcessor::setSoundFontPath(const String& value) {
soundFontPath = value;
}
String& JuicySFAudioProcessor::getSoundFontPath() {
return soundFontPath;
}
int JuicySFAudioProcessor::getPreset() {
return lastPreset;
}
int JuicySFAudioProcessor::getBank() {
return lastBank;
}
void JuicySFAudioProcessor::setPreset(int preset) {
lastPreset = preset;
}
void JuicySFAudioProcessor::setBank(int bank) {
lastBank = bank;
}
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//==============================================================================
// This creates new instances of the plugin..
AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
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return new JuicySFAudioProcessor();
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}