/* ============================================================================== This file contains the basic framework code for a JUCE plugin processor. ============================================================================== */ #include "PluginProcessor.h" #include "PluginEditor.h" #include //============================================================================== CustomDrumsAudioProcessor::CustomDrumsAudioProcessor() : AudioProcessor(BusesProperties() .withOutput("Output", juce::AudioChannelSet::stereo(), true) ) { } CustomDrumsAudioProcessor::~CustomDrumsAudioProcessor() { } //============================================================================== const juce::String CustomDrumsAudioProcessor::getName() const { return JucePlugin_Name; } bool CustomDrumsAudioProcessor::acceptsMidi() const { return true; } bool CustomDrumsAudioProcessor::producesMidi() const { return true; } bool CustomDrumsAudioProcessor::isMidiEffect() const { return true; } double CustomDrumsAudioProcessor::getTailLengthSeconds() const { return 0.0; } int CustomDrumsAudioProcessor::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 CustomDrumsAudioProcessor::getCurrentProgram() { return 0; } void CustomDrumsAudioProcessor::setCurrentProgram(int index) { } const juce::String CustomDrumsAudioProcessor::getProgramName(int index) { return {}; } void CustomDrumsAudioProcessor::changeProgramName(int index, const juce::String& newName) { } //============================================================================== void CustomDrumsAudioProcessor::prepareToPlay(double sampleRate, int samplesPerBlock) { // Use this method as the place to do any pre-playback // initialisation that you need.. } void CustomDrumsAudioProcessor::releaseResources() { // When playback stops, you can use this as an opportunity to free up any // spare memory, etc. } bool CustomDrumsAudioProcessor::isBusesLayoutSupported(const BusesLayout& layouts) const { juce::ignoreUnused(layouts); return true; } void CustomDrumsAudioProcessor::processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer& midiMessages) { juce::ScopedNoDenormals noDenormals; auto totalNumInputChannels = getTotalNumInputChannels(); auto totalNumOutputChannels = getTotalNumOutputChannels(); buffer.clear(); juce::MidiBuffer processedMidi; for (const auto metadata : midiMessages) { auto message = metadata.getMessage(); const auto time = metadata.samplePosition; if (message.isNoteOn()) { const int firstNote = 24; std::cout << "Processed Input ! " << message.getChannel() << " " << abs(message.getNoteNumber() - 24) << std::endl; } processedMidi.addEvent(message, time); } midiMessages.swapWith(processedMidi); } //============================================================================== bool CustomDrumsAudioProcessor::hasEditor() const { return true; // (change this to false if you choose to not supply an editor) } juce::AudioProcessorEditor* CustomDrumsAudioProcessor::createEditor() { return new CustomDrumsAudioProcessorEditor(*this); } //============================================================================== void CustomDrumsAudioProcessor::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 CustomDrumsAudioProcessor::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 CustomDrumsAudioProcessor(); }