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// engineaux.h
// created 4/8/2011 by Bill Good (bkgood@gmail.com)
// unapologetically copied from enginemicrophone.h from RJ
#ifndef ENGINEAUX_H
#define ENGINEAUX_H
#include <QScopedPointer>
#include "control/controlproxy.h"
#include "control/controlpushbutton.h"
#include "engine/enginechannel.h"
#include "util/circularbuffer.h"
#include "soundio/soundmanagerutil.h"
class ControlAudioTaperPot;
// EngineAux is an EngineChannel that implements a mixing source whose
// samples are fed directly from the SoundManager
class EngineAux : public EngineChannel, public AudioDestination {
Q_OBJECT
public:
EngineAux(const ChannelHandleAndGroup& handle_group, EffectsManager* pEffectsManager);
virtual ~EngineAux();
bool isActive();
// Called by EngineMaster whenever is requesting a new buffer of audio.
virtual void process(CSAMPLE* pOutput, const int iBufferSize);
virtual void collectFeatures(GroupFeatureState* pGroupFeatures) const;
virtual void postProcess(const int iBufferSize) { Q_UNUSED(iBufferSize) }
// 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 aux input is connected to a
// soundcard input.
virtual void onInputConfigured(AudioInput input);
// Called by SoundManager whenever the aux input is disconnected from
// a soundcard input.
virtual void onInputUnconfigured(AudioInput input);
private:
QScopedPointer<ControlObject> m_pInputConfigured;
ControlAudioTaperPot* m_pPregain;
bool m_wasActive;
};
#endif // ENGINEAUX_H
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