PluginProcessor.cpp file is;
#include “PluginProcessor.h”
#include “PluginEditor.h”
//=================================================================
Vle02AudioProcessor::Vle02AudioProcessor()
#ifndef JucePlugin_PreferredChannelConfigurations
: AudioProcessor (BusesProperties()
#if ! JucePlugin_IsMidiEffect
#if ! JucePlugin_IsSynth
.withInput (“Input”, AudioChannelSet::stereo(), true)
#endif
.withOutput (“Output”, AudioChannelSet::stereo(), true)
#endif
)
#endif
{
}
Vle02AudioProcessor::~Vle02AudioProcessor()
{
}
//=================================================================
const String Vle02AudioProcessor::getName() const
{
return JucePlugin_Name;
}
bool Vle02AudioProcessor::acceptsMidi() const
{
#if JucePlugin_WantsMidiInput
return true;
#else
return false;
#endif
}
bool Vle02AudioProcessor::producesMidi() const
{
#if JucePlugin_ProducesMidiOutput
return true;
#else
return false;
#endif
}
bool Vle02AudioProcessor::isMidiEffect() const
{
#if JucePlugin_IsMidiEffect
return true;
#else
return false;
#endif
}
double Vle02AudioProcessor::getTailLengthSeconds() const
{
return 0.0;
}
int Vle02AudioProcessor::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 Vle02AudioProcessor::getCurrentProgram()
{
return 0;
}
void Vle02AudioProcessor::setCurrentProgram (int index)
{
}
const String Vle02AudioProcessor::getProgramName (int index)
{
return {};
}
void Vle02AudioProcessor::changeProgramName (int index, const String& newName)
{
}
//=================================================================
void Vle02AudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
dsp::ProcessSpec spec;
spec.sampleRate = sampleRate;
spec.maximumBlockSize = samplesPerBlock;
spec.numChannels = getMainBusNumInputChannels();
convolution.reset();
convolution.prepare(spec);
}
void Vle02AudioProcessor::releaseResources()
{
// When playback stops, you can use this as an opportunity to free up any
// spare memory, etc.
}
#ifndef JucePlugin_PreferredChannelConfigurations
bool Vle02AudioProcessor::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 Vle02AudioProcessor::processBlock (AudioBuffer& buffer, MidiBuffer& midiMessages)
{
ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
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.
dsp::AudioBlock <float> block;
dsp::ProcessContextReplacing<float>::SampleType context;
convolution.loadImpulseResponse (impulseResponse01, 0, true, true, 0);
process(dsp::ProcessContextReplacing<float>(block));
}
//=================================================================
bool Vle02AudioProcessor::hasEditor() const
{
return true; // (change this to false if you choose to not supply an editor)
}
AudioProcessorEditor* Vle02AudioProcessor::createEditor()
{
return new Vle02AudioProcessorEditor (*this);
}
//=================================================================
void Vle02AudioProcessor::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 Vle02AudioProcessor::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…
AudioProcessor* JUCE_CALLTYPE createPluginFilter()
{
return new Vle02AudioProcessor();
}