154 lines
5.6 KiB
C++
154 lines
5.6 KiB
C++
/*
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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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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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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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A subclass of SynthesiserSound that represents a sampled audio clip.
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This is a pretty basic sampler, and just attempts to load the whole audio stream
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into memory.
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To use it, create a Synthesiser, add some SamplerVoice objects to it, then
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give it some SampledSound objects to play.
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@see SamplerVoice, Synthesiser, SynthesiserSound
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@tags{Audio}
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*/
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class JUCE_API SamplerSound : public SynthesiserSound
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{
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public:
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//==============================================================================
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/** Creates a sampled sound from an audio reader.
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This will attempt to load the audio from the source into memory and store
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it in this object.
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@param name a name for the sample
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@param source the audio to load. This object can be safely deleted by the
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caller after this constructor returns
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@param midiNotes the set of midi keys that this sound should be played on. This
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is used by the SynthesiserSound::appliesToNote() method
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@param midiNoteForNormalPitch the midi note at which the sample should be played
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with its natural rate. All other notes will be pitched
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up or down relative to this one
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@param attackTimeSecs the attack (fade-in) time, in seconds
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@param releaseTimeSecs the decay (fade-out) time, in seconds
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@param maxSampleLengthSeconds a maximum length of audio to read from the audio
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source, in seconds
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*/
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SamplerSound (const String& name,
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AudioFormatReader& source,
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const BigInteger& midiNotes,
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int midiNoteForNormalPitch,
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double attackTimeSecs,
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double releaseTimeSecs,
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double maxSampleLengthSeconds);
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/** Destructor. */
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~SamplerSound() override;
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//==============================================================================
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/** Returns the sample's name */
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const String& getName() const noexcept { return name; }
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/** Returns the audio sample data.
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This could return nullptr if there was a problem loading the data.
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*/
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AudioBuffer<float>* getAudioData() const noexcept { return data.get(); }
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//==============================================================================
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/** Changes the parameters of the ADSR envelope which will be applied to the sample. */
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void setEnvelopeParameters (ADSR::Parameters parametersToUse) { params = parametersToUse; }
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//==============================================================================
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bool appliesToNote (int midiNoteNumber) override;
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bool appliesToChannel (int midiChannel) override;
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private:
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//==============================================================================
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friend class SamplerVoice;
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String name;
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std::unique_ptr<AudioBuffer<float>> data;
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double sourceSampleRate;
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BigInteger midiNotes;
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int length = 0, midiRootNote = 0;
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ADSR::Parameters params;
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JUCE_LEAK_DETECTOR (SamplerSound)
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};
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//==============================================================================
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/**
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A subclass of SynthesiserVoice that can play a SamplerSound.
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To use it, create a Synthesiser, add some SamplerVoice objects to it, then
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give it some SampledSound objects to play.
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@see SamplerSound, Synthesiser, SynthesiserVoice
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@tags{Audio}
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*/
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class JUCE_API SamplerVoice : public SynthesiserVoice
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{
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public:
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//==============================================================================
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/** Creates a SamplerVoice. */
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SamplerVoice();
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/** Destructor. */
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~SamplerVoice() override;
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//==============================================================================
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bool canPlaySound (SynthesiserSound*) override;
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void startNote (int midiNoteNumber, float velocity, SynthesiserSound*, int pitchWheel) override;
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void stopNote (float velocity, bool allowTailOff) override;
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void pitchWheelMoved (int newValue) override;
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void controllerMoved (int controllerNumber, int newValue) override;
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void renderNextBlock (AudioBuffer<float>&, int startSample, int numSamples) override;
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private:
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//==============================================================================
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double pitchRatio = 0;
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double sourceSamplePosition = 0;
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float lgain = 0, rgain = 0;
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ADSR adsr;
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JUCE_LEAK_DETECTOR (SamplerVoice)
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};
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} // namespace juce
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