本文整理汇总了C++中audio::GainNodeRef类的典型用法代码示例。如果您正苦于以下问题:C++ GainNodeRef类的具体用法?C++ GainNodeRef怎么用?C++ GainNodeRef使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GainNodeRef类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setup
void DeviceTestApp::setup()
{
console() << audio::Device::printDevicesToString();
auto ctx = audio::master();
mMonitor = ctx->makeNode( new audio::MonitorNode( audio::MonitorNode::Format().windowSize( 1024 ) ) );
mGain = ctx->makeNode( new audio::GainNode() );
mGain->setValue( 0.4f );
mGain->connect( mMonitor );
setOutputDevice( audio::Device::getDefaultOutput() );
setInputDevice( audio::Device::getDefaultInput() );
//setInputDevice( audio::Device::getDefaultInput(), 1 ); // force mono input
//setupMultiChannelDevice( "PreSonus FIREPOD (1431)" );
// setupMultiChannelDeviceWindows( "MOTU Analog (MOTU Audio Wave for 64 bit)" );
mRecorder = ctx->makeNode( new audio::BufferRecorderNode( RECORD_SECONDS * ctx->getSampleRate() ) );
mRecorder->setEnabled( false );
mGain >> mRecorder;
// setupInputPulled();
// setupIOClean();
PRINT_GRAPH( ctx );
setupUI();
CI_LOG_V( "Context samplerate: " << ctx->getSampleRate() );
}
示例2: setupFilePlayerNode
void SamplePlayerNodeTestApp::setupFilePlayerNode()
{
mGain->disconnectAllInputs();
auto ctx = audio::master();
// mSourceFile->setMaxFramesPerRead( 8192 );
bool asyncRead = mAsyncButton.mEnabled;
CI_LOG_V( "async read: " << asyncRead );
mSamplePlayerNode = ctx->makeNode( new audio::FilePlayerNode( mSourceFile, asyncRead ) );
// TODO: it is pretty surprising when you recreate mMonitor here without checking if there has already been one added.
// - user will no longer see the old mMonitor, but the context still owns a reference to it, so another gets added each time we call this method.
if( ! mMonitor )
mMonitor = ctx->makeNode( new audio::MonitorNode( audio::MonitorNode::Format().windowSize( 1024 ) ) );
// when these connections are called, some (GainNode and Pan) will already be connected, but this is okay, they should silently no-op.
// or connect in series (it is added to the Context's 'auto pulled list')
mSamplePlayerNode >> mGain >> mPan >> ctx->getOutput();
mPan >> mMonitor;
mSamplePlayerNode->setLoopEnabled( mLoopButton.mEnabled );
mSamplePlayerNode->setLoopBeginTime( mLoopBeginSlider.mValueScaled );
mSamplePlayerNode->setLoopEndTime( mLoopEndSlider.mValueScaled != 0 ? mLoopEndSlider.mValueScaled : mSamplePlayerNode->getNumSeconds() );
PRINT_GRAPH( audio::master() );
}
示例3: setup
void ParamTestApp::setup()
{
auto ctx = audio::master();
mGain = ctx->makeNode( new audio::GainNode() );
mGain->setValue( 0.8f );
mPan = ctx->makeNode( new audio::Pan2dNode() );
mGen = ctx->makeNode( new audio::GenSineNode() );
// mGen = ctx->makeNode( new audio::GenTriangleNode() );
// mGen = ctx->makeNode( new audio::GenPhasorNode() );
mGen = ctx->makeNode( new audio::GenPulseNode );
mGen->setFreq( 220 );
mLowPass = ctx->makeNode( new audio::FilterLowPassNode() );
setupBasic();
setupUI();
PRINT_GRAPH( ctx );
testApply();
// testApply2();
// connectProcessor();
}
示例4: setup
void SamplePlayerNodeTestApp::setup()
{
mUnderrunFade = mOverrunFade = mRecorderOverrunFade = 0;
mSamplePlayerNodeEnabledState = false;
printSupportedExtensions();
setSourceFile( loadResource( INITIAL_AUDIO_RES ) );
auto ctx = audio::master();
mPan = ctx->makeNode( new audio::Pan2dNode() );
// mPan->setStereoInputModeEnabled( false );
mGain = ctx->makeNode( new audio::GainNode() );
mGain->setValue( 0.6f );
mGain >> mPan >> ctx->getOutput();
setupBufferPlayerNode();
// setupFilePlayerNode();
setupUI();
ctx->enable();
mEnableSamplePlayerNodeButton.setEnabled( true );
CI_LOG_V( "context samplerate: " << ctx->getSampleRate() );
}
示例5: mouseDrag
void DelayFeedback::mouseDrag( MouseEvent event )
{
float freq = quantizePitch( event.getPos() );
float gain = 1.0f - (float)event.getPos().y / (float)getWindowHeight();
gain *= MAX_VOLUME;
mOsc->getParamFreq()->applyRamp( freq, 0.04f );
mGain->getParam()->applyRamp( gain, 0.1f );
addSplash( event.getPos() );
}
示例6: processDrag
void SamplePlayerNodeTestApp::processDrag( Vec2i pos )
{
if( mGainSlider.hitTest( pos ) )
mGain->setValue( mGainSlider.mValueScaled );
else if( mPanSlider.hitTest( pos ) )
mPan->setPos( mPanSlider.mValueScaled );
else if( mLoopBeginSlider.hitTest( pos ) )
mSamplePlayerNode->setLoopBeginTime( mLoopBeginSlider.mValueScaled );
else if( mLoopEndSlider.hitTest( pos ) )
mSamplePlayerNode->setLoopEndTime( mLoopEndSlider.mValueScaled );
else if( pos.y > getWindowCenter().y )
seek( pos.x );
}
示例7: setupIOProcessed
void DeviceTestApp::setupIOProcessed()
{
auto ctx = audio::master();
auto mod = ctx->makeNode( new audio::GenSineNode( audio::Node::Format().autoEnable() ) );
mod->setFreq( 200 );
auto ringMod = audio::master()->makeNode( new audio::GainNode );
ringMod->setName( "RingModGain" );
ringMod->getParam()->setProcessor( mod );
mGain->disconnectAllInputs();
mInputDeviceNode >> ringMod >> mGain;
mInputDeviceNode->enable();
}
示例8: setup
void WebAudioApp::setup()
{
Context::setMaster( new ContextWebAudio, new DeviceManagerWebAudio );
auto ctx = audio::master();
mGen = ctx->makeNode( new audio::GenSineNode );
mGain = ctx->makeNode( new audio::GainNode );
mGen->setFreq( 220 );
mGain->setValue( 0.5f );
// connections can be made this way or with connect(). The master Context's getOutput() is the speakers by default.
mGen >> mGain >> ctx->getOutput();
mGen->enable();
ctx->enable();
}
示例9: setup
void NodeBasic::setup()
{
// You use the audio::Context to make new audio::Node instances (audio::master() is the speaker-facing Context).
auto ctx = audio::master();
mGen = ctx->makeNode( new audio::GenSineNode );
mGain = ctx->makeNode( new audio::GainNode );
mGen->setFreq( 220 );
mGain->setValue( 0.5f );
// connections can be made this way or with connect(). The master Context's getOutput() is the speakers by default.
mGen >> mGain >> ctx->getOutput();
// Node's need to be enabled to process audio. EffectNode's are enabled by default, while NodeSource's (like Gen) need to be switched on.
mGen->enable();
// Context also must be started. Starting and stopping this controls the entire DSP graph.
ctx->enable();
}
示例10: processDrag
void SamplePlayerNodeTestApp::processDrag( ivec2 pos )
{
if( mGainSlider.hitTest( pos ) )
mGain->setValue( mGainSlider.mValueScaled );
else if( mPanSlider.hitTest( pos ) ) {
#if TEST_STEREO_INPUT_PANNING
mPan->getParamPos()->applyRamp( mPanSlider.mValueScaled, 0.6f );
#else
mPan->setPos( mPanSlider.mValueScaled );
#endif
}
else if( mLoopBeginSlider.hitTest( pos ) )
mSamplePlayerNode->setLoopBeginTime( mLoopBeginSlider.mValueScaled );
else if( mLoopEndSlider.hitTest( pos ) )
mSamplePlayerNode->setLoopEndTime( mLoopEndSlider.mValueScaled );
else if( mTriggerDelaySlider.hitTest( pos ) ) {
}
else if( pos.y > getWindowCenter().y )
seek( pos.x );
}
示例11: setup
void NodeAdvancedApp::setup()
{
auto ctx = audio::Context::master();
// Here we're using a GenTriangleNode, which generates a triangle waveform that contains many upper harmonics.
// To reduce the sharpness, a lowpass filter is used to cut down the higher frequences.
mGen = ctx->makeNode( new audio::GenTriangleNode( audio::Node::Format().autoEnable() ) );
mLowpass = ctx->makeNode( new audio::FilterLowPassNode );
mGain = ctx->makeNode( new audio::GainNode );
mMonitor = ctx->makeNode( new audio::MonitorNode );
mLowpass->setFreq( 400 );
// Below we tell the Gain's Param to ramp from 0 to 0.5 over 2 seconds, making it slowly fade in.!
mGain->getParam()->applyRamp( 0, 0.5f, 2.0f );
// make the synthesis connection
mGen >> mLowpass >> mGain >> ctx->getOutput();
// Also feed the Gain to our Scope so that we can see what the waveform looks like.
mGain >> mMonitor;
ctx->enable();
// Many times it is easier to specify musical pitches in MIDI format, which is linear rather than in hertz.
// Below is the pentatonic notes for the C major scale from C3-C5, represented in MIDI values.
mCPentatonicScale.push_back( 48 );
mCPentatonicScale.push_back( 50 );
mCPentatonicScale.push_back( 52 );
mCPentatonicScale.push_back( 55 );
mCPentatonicScale.push_back( 57 );
mCPentatonicScale.push_back( 60 );
mCPentatonicScale.push_back( 62 );
mCPentatonicScale.push_back( 64 );
mCPentatonicScale.push_back( 67 );
mCPentatonicScale.push_back( 69 );
mCPentatonicScale.push_back( 72 );
mFreqRampTime = 0.015f;
}
示例12: setupTest
void DeviceTestApp::setupTest( string test )
{
if( test.empty() )
test = "sinewave";
CI_LOG_V( "test: " << test );
// FIXME: Switching from 'noise' to 'i/o' on mac is causing a deadlock when initializing InputDeviceNodeAudioUnit.
// - it shouldn't have to be stopped, need to check why.
// - temp fix: stop / start context around reconfig
audio::master()->disable();
mGain->disconnectAllInputs();
if( test == "sinewave" )
setupSine();
else if( test == "noise" )
setupNoise();
else if( test == "input (pulled)" )
setupInputPulled();
else if( test == "I/O (clean)" )
setupIOClean();
else if( test == "I/O (processed)" )
setupIOProcessed();
else if( test == "I/O and sine" )
setupIOAndSine();
else if( test == "send" )
setupSend();
else if( test == "send stereo" )
setupSendStereo();
else
CI_ASSERT_NOT_REACHABLE();
if( mPlayButton.mEnabled )
audio::master()->enable();
PRINT_GRAPH( audio::master() );
}
示例13: setupBufferPlayerNode
void SamplePlayerNodeTestApp::setupBufferPlayerNode()
{
auto bufferPlayer = audio::master()->makeNode( new audio::BufferPlayerNode() );
auto loadFn = [bufferPlayer, this] {
bufferPlayer->loadBuffer( mSourceFile );
mWaveformPlot.load( bufferPlayer->getBuffer(), getWindowBounds() );
CI_LOG_V( "loaded source buffer, frames: " << bufferPlayer->getBuffer()->getNumFrames() );
};
auto connectFn = [bufferPlayer, this] {
mGain->disconnectAllInputs();
mSamplePlayerNode = bufferPlayer;
mSamplePlayerNode >> mGain >> mPan >> audio::master()->getOutput();
PRINT_GRAPH( audio::master() );
mSamplePlayerNode->setLoopEnabled( mLoopButton.mEnabled );
mSamplePlayerNode->setLoopBeginTime( mLoopBeginSlider.mValueScaled );
mSamplePlayerNode->setLoopEndTime( mLoopEndSlider.mValueScaled != 0 ? mLoopEndSlider.mValueScaled : mSamplePlayerNode->getNumSeconds() );
};
bool asyncLoad = mAsyncButton.mEnabled;
CI_LOG_V( "async load: " << boolalpha << asyncLoad << dec );
if( asyncLoad ) {
mWaveformPlot.clear();
mAsyncLoadFuture = std::async( [=] {
loadFn();
dispatchAsync( [=] {
connectFn();
} );
} );
}
else {
loadFn();
connectFn();
};
}
示例14: makeNodes
void NodeEffectsTestApp::makeNodes()
{
auto ctx = audio::master();
mGain = ctx->makeNode( new audio::GainNode );
mGain->setValue( 0.25f );
mPan = ctx->makeNode( new audio::Pan2dNode );
CI_LOG_V( "gen button enabled: " << mGenButton.mEnabled );
auto genFmt = audio::Node::Format().autoEnable();
if( mGenButton.mEnabled )
mGen = ctx->makeNode( new audio::GenSineNode( 220, genFmt ) );
else
mGen = ctx->makeNode( new audio::GenNoiseNode( genFmt ) );
mLowPass = ctx->makeNode( new audio::FilterLowPassNode() );
mLowPass->setCutoffFreq( 400 );
// mLowPass = ctx->makeNode( new audio::FilterHighPassNode() );
mDelay = ctx->makeNode( new audio::DelayNode );
mDelay->setDelaySeconds( 0.5f );
// mDelay->setDelaySeconds( 100.0f / (float)ctx->getSampleRate() );
}
示例15: mouseUp
void DelayFeedback::mouseUp( MouseEvent event )
{
mGain->getParam()->applyRamp( 0, 1.5, audio::Param::Options().rampFn( &audio::rampOutQuad ) );
}