/*************************************************************************** * * * Copyright (C) 2008, 2010, 2013 Christian Schoenebeck * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the Free Software * * Foundation, Inc., 59 Temple Place, Suite 330, Boston, * * MA 02111-1307 USA * ***************************************************************************/ #ifndef LS_EFFECT_H #define LS_EFFECT_H #include #include "../drivers/audio/AudioChannel.h" #include "../common/Exception.h" #include "EffectControl.h" namespace LinuxSampler { // just symbol prototyping class AudioOutputDevice; class EffectInfo; /** * Abstract base class for sampler internal effects. */ class Effect { public: ///////////////////////////////////////////////////////////////// // abstract methods // (these have to be implemented by the descendant) /** * General information about this effect type, that is independent of this * instance of this effect type. * * @returns general effect information */ virtual EffectInfo* GetEffectInfo() = 0; /** * Use the input audio signal given with @a ppInputChannels, render the * effect and mix the result into the effect's output channels. * * @param Samples - amount of sample points to process */ virtual void RenderAudio(uint Samples) = 0; /** * Will be called by the sampler before using the effect the first time. * This method can be implemented by the effect to adjust itself to the * requirements given by the audio output device. * * This is the perfect place to create the required audio input and * output channels! ;-) * * CAUTION: InitEffect() might be called several times! For example it * will be called again if some audio context parameter of the audio * output driver in use, has been changed, like particulary sample rate * changes and max. samples per cycle (period size) changes. So take * care not to create memory leaks due to this circumstance. * * @param pDevice - audio output device which is going to play the signal * @throws Exception - if effect could not be initialized successfully */ virtual void InitEffect(AudioOutputDevice* pDevice) throw (Exception); /** * Constructor, initializes variables. */ Effect(); /** * Destructor, deletes all audio input and output channels. */ virtual ~Effect(); ///////////////////////////////////////////////////////////////// // normal methods // (usually not to be overriden by descendant) /** * Returns audio input channel with index \a ChannelIndex or NULL if * index out of bounds. */ AudioChannel* InputChannel(uint ChannelIndex) const; /** * Returns the amount of audio input channels the effect is currently * providing. */ uint InputChannelCount() const; /** * Returns audio output channel with index \a ChannelIndex or NULL if * index out of bounds. */ AudioChannel* OutputChannel(uint ChannelIndex) const; /** * Returns the amount of audio output channels the effect is currently * providing. */ uint OutputChannelCount() const; /** * Returns effect parameter with index \a ControlIndex or NULL if index * out of bounds. */ EffectControl* InputControl(uint ControlIndex) const; /** * Returns the amount of effect parameters the effect provides. */ uint InputControlCount() const; /** * Shall be called to set the object that uses this effect, e.g. to * determine whether an effect is currently in use. */ void SetParent(void* pParent); /** * Returns object which currently uses this effect. */ void* Parent() const; /** * Sets the unique numerical ID of this effect within the sampler instance. * This method is usually only called by the EffectFactory class. */ void SetId(int id); /** * Returns unique numerical ID of this effect within the sampler instance, * as previously set by SetId() . */ int ID() const; protected: std::vector vInputChannels; std::vector vOutputChannels; std::vector vInputControls; std::vector vOutputControls; ///< yet unused void* pParent; int iID; }; } // namespace LinuxSampler #endif // LS_EFFECT_H