Audio App
A simple audio application built on AudioAppComponent.
- AudioAppComponent
- Shared AudioDeviceManager
- prepareToPlay and getNextAudioBlock
Source: examples/Audio/AudioAppDemo.h on GitHub.
cpp
/*******************************************************************************
The block below describes the properties of this PIP. A PIP is a short snippet
of code that can be read by the Projucer and used to generate a JUCE project.
BEGIN_JUCE_PIP_METADATA
name: AudioAppDemo
version: 1.0.0
vendor: JUCE
website: http://juce.com
description: Simple audio application.
dependencies: juce_audio_basics, juce_audio_devices, juce_audio_formats,
juce_audio_processors, juce_audio_utils, juce_core,
juce_data_structures, juce_events, juce_graphics,
juce_gui_basics, juce_gui_extra, juce_audio_processors_headless
exporters: xcode_mac, vs2022, vs2026, linux_make, androidstudio,
xcode_iphone
moduleFlags: JUCE_STRICT_REFCOUNTEDPOINTER=1
type: Component
mainClass: AudioAppDemo
useLocalCopy: 1
END_JUCE_PIP_METADATA
*******************************************************************************/
#pragma once
//==============================================================================
class AudioAppDemo final : public AudioAppComponent
{
public:
//==============================================================================
AudioAppDemo()
#ifdef JUCE_DEMO_RUNNER
: AudioAppComponent (getSharedAudioDeviceManager (0, 2))
#endif
{
setAudioChannels (0, 2);
setSize (800, 600);
}
~AudioAppDemo() override
{
shutdownAudio();
}
//==============================================================================
void prepareToPlay (int samplesPerBlockExpected, double newSampleRate) override
{
sampleRate = newSampleRate;
expectedSamplesPerBlock = samplesPerBlockExpected;
}
/* This method generates the actual audio samples.
In this example the buffer is filled with a sine wave whose frequency and
amplitude are controlled by the mouse position.
*/
void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
{
bufferToFill.clearActiveBufferRegion();
auto originalPhase = phase;
for (auto chan = 0; chan < bufferToFill.buffer->getNumChannels(); ++chan)
{
phase = originalPhase;
auto* channelData = bufferToFill.buffer->getWritePointer (chan, bufferToFill.startSample);
for (auto i = 0; i < bufferToFill.numSamples ; ++i)
{
channelData[i] = amplitude * std::sin (phase);
// increment the phase step for the next sample
phase = std::fmod (phase + phaseDelta, MathConstants<float>::twoPi);
}
}
}
void releaseResources() override
{
// This gets automatically called when audio device parameters change
// or device is restarted.
}
//==============================================================================
void paint (Graphics& g) override
{
// (Our component is opaque, so we must completely fill the background with a solid colour)
g.fillAll (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
auto centreY = (float) getHeight() / 2.0f;
auto radius = amplitude * 200.0f;
if (radius >= 0.0f)
{
// Draw an ellipse based on the mouse position and audio volume
g.setColour (Colours::lightgreen);
g.fillEllipse (jmax (0.0f, lastMousePosition.x) - radius / 2.0f,
jmax (0.0f, lastMousePosition.y) - radius / 2.0f,
radius, radius);
}
// Draw a representative sine wave.
Path wavePath;
wavePath.startNewSubPath (0, centreY);
for (auto x = 1.0f; x < (float) getWidth(); ++x)
wavePath.lineTo (x, centreY + amplitude * (float) getHeight() * 2.0f
* std::sin (x * frequency * 0.0001f));
g.setColour (getLookAndFeel().findColour (Slider::thumbColourId));
g.strokePath (wavePath, PathStrokeType (2.0f));
}
// Mouse handling..
void mouseDown (const MouseEvent& e) override
{
mouseDrag (e);
}
void mouseDrag (const MouseEvent& e) override
{
lastMousePosition = e.position;
frequency = (float) (getHeight() - e.y) * 10.0f;
amplitude = jmin (0.9f, 0.2f * e.position.x / (float) getWidth());
phaseDelta = (float) (MathConstants<double>::twoPi * frequency / sampleRate);
repaint();
}
void mouseUp (const MouseEvent&) override
{
amplitude = 0.0f;
repaint();
}
void resized() override
{
// This is called when the component is resized.
// If you add any child components, this is where you should
// update their positions.
}
private:
//==============================================================================
float phase = 0.0f;
float phaseDelta = 0.0f;
float frequency = 5000.0f;
float amplitude = 0.2f;
double sampleRate = 0.0;
int expectedSamplesPerBlock = 0;
Point<float> lastMousePosition;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (AudioAppDemo)
};