JUCE Question
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- KVRAF
- 1974 posts since 21 Jun, 2002 from Earth
I dunno if this will help, but have you looked at any of NiallM's code? Like his pedal board that has all the asio stuff written and can host VSTs?
I think even some waveeditor code loaded a file in the buffer and played it back.
I thought Jules mentioned that he changed the way the buffers work (saying it's harder but we'll thank him for it?). I'd PM NiallM... I think he's built the most complicated and functioning code out of all the folks toying with Juce.
I think even some waveeditor code loaded a file in the buffer and played it back.
I thought Jules mentioned that he changed the way the buffers work (saying it's harder but we'll thank him for it?). I'd PM NiallM... I think he's built the most complicated and functioning code out of all the folks toying with Juce.
ModuLR / Radio
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- KVRist
- 113 posts since 6 Jan, 2005
I may have missed it earlier in the thread, but the JUCE forum can be found over here. Jules and the JUCE followers frequent it. You will get good answers and/or directions.
Ti
Ti
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- KVRAF
- 3745 posts since 29 Sep, 2002 from Killafornia
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- KVRist
- 362 posts since 11 Sep, 2002 from Scotland
Hmm... I'm not sure how much help I can be for this - I didn't even know the AudioSampleBuffer class existed until I noticed this thread. Is it just meant to be an array of sample data, with some useful methods for acting on it? I think I'd be tempted to just an array of floats myself.
For playing the AudioSampleBuffer directly, I'd have thought the simplest solution is to use an AudioIODevice (or maybe an ASIOAudioIODevice) and in your AudioIODeviceCallback, just copy the buffer data to the outputChannelData pointer. That's what I did in my Pedal Board, though I just used an array of floats to store the sample data.
- Niall.
For playing the AudioSampleBuffer directly, I'd have thought the simplest solution is to use an AudioIODevice (or maybe an ASIOAudioIODevice) and in your AudioIODeviceCallback, just copy the buffer data to the outputChannelData pointer. That's what I did in my Pedal Board, though I just used an array of floats to store the sample data.
- Niall.
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- KVRist
- 362 posts since 11 Sep, 2002 from Scotland
Huh... There's another class I hadn't noticed
. I reckon you're probably right, the AudioSourcePlayer looks like a very useful class, particularly in conjunction with the MixerAudioSource (yet another class I've only just noticed).
I guess it depends on what you want to do - I'm still kind of partial to just doing everything low-level in the AudioIODeviceCallback, probably because it works the same way as the process/processReplacing methods in a VST plugin (i.e. you're given an input array and an output array, and left to get on with it).
Have you though about writing the data to disk (AudioFormatWriter), then using the AudioFormatReaderSource? That way you could store the sample data and look at it in an audio editor for debugging. Also, you wouldn't have to do any subclassing.
- Niall.
I guess it depends on what you want to do - I'm still kind of partial to just doing everything low-level in the AudioIODeviceCallback, probably because it works the same way as the process/processReplacing methods in a VST plugin (i.e. you're given an input array and an output array, and left to get on with it).
Have you though about writing the data to disk (AudioFormatWriter), then using the AudioFormatReaderSource? That way you could store the sample data and look at it in an audio editor for debugging. Also, you wouldn't have to do any subclassing.
- Niall.


