Files
SimpleDrums/Source/PluginProcessor.cpp
2023-02-26 19:39:16 +01:00

155 lines
4.4 KiB
C++

/*
==============================================================================
This file contains the basic framework code for a JUCE plugin processor.
==============================================================================
*/
#include "PluginProcessor.h"
#include "PluginEditor.h"
#include <iostream>
//==============================================================================
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<float>& 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();
}