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JUCE/modules/juce_audio_formats/sampler/juce_Sampler.h

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/*
==============================================================================
This file is part of the JUCE framework.
Copyright (c) Raw Material Software Limited
JUCE is an open source framework subject to commercial or open source
licensing.
By downloading, installing, or using the JUCE framework, or combining the
JUCE framework with any other source code, object code, content or any other
copyrightable work, you agree to the terms of the JUCE End User Licence
Agreement, and all incorporated terms including the JUCE Privacy Policy and
the JUCE Website Terms of Service, as applicable, which will bind you. If you
do not agree to the terms of these agreements, we will not license the JUCE
framework to you, and you must discontinue the installation or download
process and cease use of the JUCE framework.
JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
JUCE Privacy Policy: https://juce.com/juce-privacy-policy
JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
Or:
You may also use this code under the terms of the AGPLv3:
https://www.gnu.org/licenses/agpl-3.0.en.html
THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A subclass of SynthesiserSound that represents a sampled audio clip.
This is a pretty basic sampler, and just attempts to load the whole audio stream
into memory.
To use it, create a Synthesiser, add some SamplerVoice objects to it, then
give it some SamplerSound objects to play.
@see SamplerVoice, Synthesiser, SynthesiserSound
@tags{Audio}
*/
class JUCE_API SamplerSound : public SynthesiserSound
{
public:
//==============================================================================
/** Creates a sampled sound from an audio reader.
This will attempt to load the audio from the source into memory and store
it in this object.
@param name a name for the sample
@param source the audio to load. This object can be safely deleted by the
caller after this constructor returns
@param midiNotes the set of midi keys that this sound should be played on. This
is used by the SynthesiserSound::appliesToNote() method
@param midiNoteForNormalPitch the midi note at which the sample should be played
with its natural rate. All other notes will be pitched
up or down relative to this one
@param attackTimeSecs the attack (fade-in) time, in seconds
@param releaseTimeSecs the decay (fade-out) time, in seconds
@param maxSampleLengthSeconds a maximum length of audio to read from the audio
source, in seconds
*/
SamplerSound (const String& name,
AudioFormatReader& source,
const BigInteger& midiNotes,
int midiNoteForNormalPitch,
double attackTimeSecs,
double releaseTimeSecs,
double maxSampleLengthSeconds);
/** Destructor. */
~SamplerSound() override;
//==============================================================================
/** Returns the sample's name */
const String& getName() const noexcept { return name; }
/** Returns the audio sample data.
This could return nullptr if there was a problem loading the data.
*/
AudioBuffer<float>* getAudioData() const noexcept { return data.get(); }
//==============================================================================
/** Changes the parameters of the ADSR envelope which will be applied to the sample. */
void setEnvelopeParameters (ADSR::Parameters parametersToUse) { params = parametersToUse; }
//==============================================================================
bool appliesToNote (int midiNoteNumber) override;
bool appliesToChannel (int midiChannel) override;
private:
//==============================================================================
friend class SamplerVoice;
String name;
std::unique_ptr<AudioBuffer<float>> data;
double sourceSampleRate;
BigInteger midiNotes;
int length = 0, midiRootNote = 0;
ADSR::Parameters params;
JUCE_LEAK_DETECTOR (SamplerSound)
};
//==============================================================================
/**
A subclass of SynthesiserVoice that can play a SamplerSound.
To use it, create a Synthesiser, add some SamplerVoice objects to it, then
give it some SampledSound objects to play.
@see SamplerSound, Synthesiser, SynthesiserVoice
@tags{Audio}
*/
class JUCE_API SamplerVoice : public SynthesiserVoice
{
public:
//==============================================================================
/** Creates a SamplerVoice. */
SamplerVoice();
/** Destructor. */
~SamplerVoice() override;
//==============================================================================
bool canPlaySound (SynthesiserSound*) override;
void startNote (int midiNoteNumber, float velocity, SynthesiserSound*, int pitchWheel) override;
void stopNote (float velocity, bool allowTailOff) override;
void pitchWheelMoved (int newValue) override;
void controllerMoved (int controllerNumber, int newValue) override;
void renderNextBlock (AudioBuffer<float>&, int startSample, int numSamples) override;
using SynthesiserVoice::renderNextBlock;
private:
//==============================================================================
double pitchRatio = 0;
double sourceSamplePosition = 0;
float lgain = 0, rgain = 0;
ADSR adsr;
JUCE_LEAK_DETECTOR (SamplerVoice)
};
} // namespace juce