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#pragma once
#include <QScopedPointer>
#include "preferences/usersettings.h"
#include "control/controlproxy.h"
#include "control/controlpushbutton.h"
#include "engine/engineobject.h"
#include "engine/channels/enginechannel.h"
#include "util/circularbuffer.h"
#include "soundio/soundmanagerutil.h"
class EngineBuffer;
class EnginePregain;
class EngineBuffer;
class EngineMaster;
class EngineVuMeter;
class EngineEffectsManager;
class ControlPushButton;
class EngineDeck : public EngineChannel, public AudioDestination {
Q_OBJECT
public:
EngineDeck(const ChannelHandleAndGroup& handle_group,
UserSettingsPointer pConfig,
EngineMaster* pMixingEngine,
EffectsManager* pEffectsManager,
EngineChannel::ChannelOrientation defaultOrientation,
bool primaryDeck);
virtual ~EngineDeck();
virtual void process(CSAMPLE* pOutput, const int iBufferSize);
virtual void collectFeatures(GroupFeatureState* pGroupFeatures) const;
virtual void postProcess(const int iBufferSize);
// TODO(XXX) This hack needs to be removed.
virtual EngineBuffer* getEngineBuffer();
virtual bool isActive();
// This is called by SoundManager whenever there are new samples from the
// configured input to be processed. This is run in the callback thread of
// the soundcard this AudioDestination was registered for! Beware, in the
// case of multiple soundcards, this method is not re-entrant but it may be
// concurrent with EngineMaster processing.
virtual void receiveBuffer(AudioInput input, const CSAMPLE* pBuffer,
unsigned int nFrames);
// Called by SoundManager whenever the passthrough input is connected to a
// soundcard input.
virtual void onInputConfigured(AudioInput input);
// Called by SoundManager whenever the passthrough input is disconnected
// from a soundcard input.
virtual void onInputUnconfigured(AudioInput input);
// Return whether or not passthrough is active
bool isPassthroughActive() const;
signals:
void noPassthroughInputConfigured();
public slots:
void slotPassingToggle(double v);
void slotPassthroughChangeRequest(double v);
private:
UserSettingsPointer m_pConfig;
EngineBuffer* m_pBuffer;
EnginePregain* m_pPregain;
// Begin vinyl passthrough fields
QScopedPointer<ControlObject> m_pInputConfigured;
ControlPushButton* m_pPassing;
bool m_bPassthroughIsActive;
bool m_bPassthroughWasActive;
bool m_wasActive;
};
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