fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
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modules/juce_audio_basics/sources/juce_MemoryAudioSource.h
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65
modules/juce_audio_basics/sources/juce_MemoryAudioSource.h
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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An AudioSource which takes some float audio data as an input.
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@tags{Audio}
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*/
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class JUCE_API MemoryAudioSource : public AudioSource
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{
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public:
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//==============================================================================
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/** Creates a MemoryAudioSource by providing an audio buffer.
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If copyMemory is true then the buffer will be copied into an internal
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buffer which will be owned by the MemoryAudioSource. If copyMemory is
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false, then you must ensure that the lifetime of the audio buffer is
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at least as long as the MemoryAudioSource.
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*/
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MemoryAudioSource (AudioBuffer<float>& audioBuffer, bool copyMemory, bool shouldLoop = false);
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//==============================================================================
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/** Implementation of the AudioSource method. */
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void prepareToPlay (int samplesPerBlockExpected, double sampleRate) override;
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/** Implementation of the AudioSource method. */
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void releaseResources() override;
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/** Implementation of the AudioSource method. */
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void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override;
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private:
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//==============================================================================
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AudioBuffer<float> buffer;
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int position = 0;
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bool isLooping;
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//==============================================================================
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MemoryAudioSource)
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};
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} // namespace juce
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