/* ============================================================================== This file contains the basic framework code for a JUCE plugin processor. ============================================================================== */ #include "PluginProcessor.h" #include "PluginEditor.h" //============================================================================== CrushFXAudioProcessor::CrushFXAudioProcessor() #ifndef JucePlugin_PreferredChannelConfigurations : AudioProcessor (BusesProperties() #if ! JucePlugin_IsMidiEffect #if ! JucePlugin_IsSynth .withInput ("Input", juce::AudioChannelSet::stereo(), true) #endif .withOutput ("Output", juce::AudioChannelSet::stereo(), true) #endif ) #endif { } CrushFXAudioProcessor::~CrushFXAudioProcessor() { } //============================================================================== const juce::String CrushFXAudioProcessor::getName() const { return JucePlugin_Name; } bool CrushFXAudioProcessor::acceptsMidi() const { #if JucePlugin_WantsMidiInput return true; #else return false; #endif } bool CrushFXAudioProcessor::producesMidi() const { #if JucePlugin_ProducesMidiOutput return true; #else return false; #endif } bool CrushFXAudioProcessor::isMidiEffect() const { #if JucePlugin_IsMidiEffect return true; #else return false; #endif } double CrushFXAudioProcessor::getTailLengthSeconds() const { return 0.0; } int CrushFXAudioProcessor::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 CrushFXAudioProcessor::getCurrentProgram() { return 0; } void CrushFXAudioProcessor::setCurrentProgram (int index) { } const juce::String CrushFXAudioProcessor::getProgramName (int index) { return {}; } void CrushFXAudioProcessor::changeProgramName (int index, const juce::String& newName) { } //============================================================================== void CrushFXAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock) { // Use this method as the place to do any pre-playback // initialisation that you need.. } void CrushFXAudioProcessor::releaseResources() { // When playback stops, you can use this as an opportunity to free up any // spare memory, etc. } #ifndef JucePlugin_PreferredChannelConfigurations bool CrushFXAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const { #if JucePlugin_IsMidiEffect juce::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. // Some plugin hosts, such as certain GarageBand versions, will only // load plugins that support stereo bus layouts. if (layouts.getMainOutputChannelSet() != juce::AudioChannelSet::mono() && layouts.getMainOutputChannelSet() != juce::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 CrushFXAudioProcessor::processBlock (juce::AudioBuffer& buffer, juce::MidiBuffer& midiMessages) { juce::ScopedNoDenormals noDenormals; auto totalNumInputChannels = getTotalNumInputChannels(); auto 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 (auto 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... // Make sure to reset the state if your inner loop is processing // the samples and the outer loop is handling the channels. // Alternatively, you can process the samples with the channels // interleaved by keeping the same state. for (int channel = 0; channel < totalNumInputChannels; ++channel) { auto* channelData = buffer.getWritePointer (channel); // ..do something to the data... } } //============================================================================== bool CrushFXAudioProcessor::hasEditor() const { return true; // (change this to false if you choose to not supply an editor) } juce::AudioProcessorEditor* CrushFXAudioProcessor::createEditor() { return new CrushFXAudioProcessorEditor (*this); } //============================================================================== void CrushFXAudioProcessor::getStateInformation (juce::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 CrushFXAudioProcessor::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.. juce::AudioProcessor* JUCE_CALLTYPE createPluginFilter() { return new CrushFXAudioProcessor(); }