Cannot initialize a parameter of type 'double' with an lvalue of type 'float *'

Hi, I’ve alredy used the AudioprocessorValueTreeState, the problem is now i’m getting this error.
“Constructor for ‘EqAudioProcessor’ must explicitly initialize the member ‘tree’ which does not have a default constructor”

/*
  ==============================================================================

    This file was auto-generated!

    It contains the basic framework code for a JUCE plugin processor.

  ==============================================================================
*/

#include "PluginProcessor.h"
#include "PluginEditor.h"
#include "ShelvingLowPass.h"
#include "PeakBandPass.h"


//==============================================================================
EqAudioProcessor::EqAudioProcessor()
#ifndef JucePlugin_PreferredChannelConfigurations
     : AudioProcessor (BusesProperties()
                     #if ! JucePlugin_IsMidiEffect
                      #if ! JucePlugin_IsSynth
                       .withInput  ("Input",  AudioChannelSet::stereo(), true)
                      #endif
                       .withOutput ("Output", AudioChannelSet::stereo(), true)
                     #endif
                       )
#endif
{
    NormalisableRange<float> Ganancia_1Range (-30.0, 30);
}

EqAudioProcessor::~EqAudioProcessor()
{
}

//==============================================================================
const String EqAudioProcessor::getName() const
{
    return JucePlugin_Name;
}

bool EqAudioProcessor::acceptsMidi() const
{
   #if JucePlugin_WantsMidiInput
    return true;
   #else
    return false;
   #endif
}

bool EqAudioProcessor::producesMidi() const
{
   #if JucePlugin_ProducesMidiOutput
    return true;
   #else
    return false;
   #endif
}

bool EqAudioProcessor::isMidiEffect() const
{
   #if JucePlugin_IsMidiEffect
    return true;
   #else
    return false;
   #endif
}

double EqAudioProcessor::getTailLengthSeconds() const
{
    return 0.0;
}

int EqAudioProcessor::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 EqAudioProcessor::getCurrentProgram()
{
    return 0;
}

void EqAudioProcessor::setCurrentProgram (int index)
{
}

const String EqAudioProcessor::getProgramName (int index)
{
    return {};
}

void EqAudioProcessor::changeProgramName (int index, const String& newName)
{
}

//==============================================================================
void EqAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
    // Use this method as the place to do any pre-playback
    // initialisation that you need..
}

void EqAudioProcessor::releaseResources()
{
    // When playback stops, you can use this as an opportunity to free up any
    // spare memory, etc.
}

#ifndef JucePlugin_PreferredChannelConfigurations
bool EqAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
{
  #if JucePlugin_IsMidiEffect
    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.
    if (layouts.getMainOutputChannelSet() != AudioChannelSet::mono()
     && layouts.getMainOutputChannelSet() != 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 EqAudioProcessor::processBlock (AudioBuffer<float>& buffer, MidiBuffer& midiMessages)
{
    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 EqAudioProcessor::hasEditor() const
{
    return true; // (change this to false if you choose to not supply an editor)
}

AudioProcessorEditor* EqAudioProcessor::createEditor()
{
    return new EqAudioProcessorEditor (*this);
}

//==============================================================================
void EqAudioProcessor::getStateInformation (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 EqAudioProcessor::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.
}

void EqAudioProcessor::obtenerCoeficientes(){
    double FrecuenciaMuestreo = 44100.00;
    double G1 = *tree.getRawParameterValue("Ganancia_1");
    double Frecuencia1 = *tree.getRawParameterValue("Frecuencia_1");
    double G2 = *tree.getRawParameterValue("Ganancia_2");
    double Frecuencia2 = *tree.getRawParameterValue("Frecuencia_2");
    double Q1 = *tree.getRawParameterValue("Q_1");
    double G3 = *tree.getRawParameterValue("Ganancia_3");
    double Frecuencia3 = *tree.getRawParameterValue("Frecuencia_3");
    double Q2 = *tree.getRawParameterValue("Q_2");
    double G4 = *tree.getRawParameterValue("Ganancia_4");
    double Frecuencia4 = *tree.getRawParameterValue("Frecuencia_4");
    
    
    ShelvingLowPass* shelvingLowPass = new ShelvingLowPass;
    shelvingLowPass-> coeficientes(G1, Frecuencia1, FrecuenciaMuestreo);
    
    PeakBandPass* peakBandPass = new PeakBandPass;
    peakBandPass-> coeficientes(G2, Frecuencia2, FrecuenciaMuestreo, Q1);
    
    PeakBandPass* peakBandPass2 = new PeakBandPass;
    peakBandPass2-> coeficientes(G3, Frecuencia3, FrecuenciaMuestreo, Q2);
    
    std::cout <<shelvingLowPass << std::endl;
}
//==============================================================================
// This creates new instances of the plugin..
AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
    return new EqAudioProcessor();
}

This is the pluginprocessor.cpp

I’ve declared this into the pluginprocessor.h as AudioProcessorValueTreeState tree;

/*
  ==============================================================================

    This file was auto-generated!

    It contains the basic framework code for a JUCE plugin processor.

  ==============================================================================
*/

#pragma once

#include "../JuceLibraryCode/JuceHeader.h"

//==============================================================================
/**
*/
class EqAudioProcessor  : public AudioProcessor
{
public:
    //==============================================================================
    EqAudioProcessor();
    ~EqAudioProcessor();

    //==============================================================================
    void prepareToPlay (double sampleRate, int samplesPerBlock) override;
    void releaseResources() override;

   #ifndef JucePlugin_PreferredChannelConfigurations
    bool isBusesLayoutSupported (const BusesLayout& layouts) const override;
   #endif

    void processBlock (AudioBuffer<float>&, MidiBuffer&) override;

    //==============================================================================
    AudioProcessorEditor* createEditor() override;
    bool hasEditor() const override;

    //==============================================================================
    const String getName() const override;

    bool acceptsMidi() const override;
    bool producesMidi() const override;
    bool isMidiEffect() const override;
    double getTailLengthSeconds() const override;

    //==============================================================================
    int getNumPrograms() override;
    int getCurrentProgram() override;
    void setCurrentProgram (int index) override;
    const String getProgramName (int index) override;
    void changeProgramName (int index, const String& newName) override;

    //==============================================================================
    void getStateInformation (MemoryBlock& destData) override;
    void setStateInformation (const void* data, int sizeInBytes) override;
    void obtenerCoeficientes();
    
    AudioProcessorValueTreeState tree;
    
private:
    double G;
    double Frecuencia;
    double FrecuenciaMuestreo;
    double Q;
    //==============================================================================
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (EqAudioProcessor)
};

Thanks for helping me!

Ah right, sorry for not answering in the previous thread…

If you add a member to a class, it needs to be constructed. But AudioProcessorValueTreeState has no default constructor (that’s what it says). A default constructor is one without arguments. The AudioProcessorValueTreeState is one of the classes, that can’t work without some arguments, so you must supply them. There are two ways:

a) default arguments in the declaration:

class EqAudioProcessor : public AudioProcessor
{
// ...
    AudioProcessorValueTreeState tree { *this, nullptr, "PARAMETERS", {} };
// ...

This means in the last {} you have to initialise a ParameterLayout() instance. A more common approach is to do that in the cpp file

b) calling the members constructors in a list

EqAudioProcessor::EqAudioProcessor() 
    : AudioProcessor (BusesProperties()  // calls the base class constructor with a BusesProperties as agrument
                     #if ! JucePlugin_IsMidiEffect
                      #if ! JucePlugin_IsSynth
                       .withInput  ("Input",  AudioChannelSet::stereo(), true)
                      #endif
                       .withOutput ("Output", AudioChannelSet::stereo(), true)
                     #endif
                       ),
       tree (*this, nullptr, "PARAMETERS", {})  // call the tree member's constructor
{
    // constructor's body
}

Again, instead of the last {} put anything, that returns a ParameterLayout()…

In this thread you find several good examples, how to create a ParameterLayout:

Hope that helps

Thanks a lot Daniel, I’ll code that and see what happend.
:v: