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/* Copyright: © Copyright 2005 Apple Computer, Inc. All rights reserved.
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Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc.
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("Apple") in consideration of your agreement to the following terms, and your
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use, installation, modification or redistribution of this Apple software
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constitutes acceptance of these terms. If you do not agree with these terms,
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please do not use, install, modify or redistribute this Apple software.
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In consideration of your agreement to abide by the following terms, and subject
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to these terms, Apple grants you a personal, non-exclusive license, under AppleÕs
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copyrights in this original Apple software (the "Apple Software"), to use,
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reproduce, modify and redistribute the Apple Software, with or without
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modifications, in source and/or binary forms; provided that if you redistribute
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the Apple Software in its entirety and without modifications, you must retain
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this notice and the following text and disclaimers in all such redistributions of
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the Apple Software. Neither the name, trademarks, service marks or logos of
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Apple Computer, Inc. may be used to endorse or promote products derived from the
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Apple Software without specific prior written permission from Apple. Except as
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expressly stated in this notice, no other rights or licenses, express or implied,
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are granted by Apple herein, including but not limited to any patent rights that
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may be infringed by your derivative works or by other works in which the Apple
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Software may be incorporated.
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
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WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
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WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
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COMBINATION WITH YOUR PRODUCTS.
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION
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OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT
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(INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*=============================================================================
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CAAudioUnit.h
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=============================================================================*/
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#ifndef __CAAudioUnit_h__
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#define __CAAudioUnit_h__
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#if !defined(__COREAUDIO_USE_FLAT_INCLUDES__)
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#include <CoreServices/CoreServices.h>
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#include <CoreAudio/CoreAudio.h>
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#include <AudioUnit/AudioUnit.h>
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#include <AudioToolbox/AUGraph.h>
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#else
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#include <ConditionalMacros.h>
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#include <CoreServices.h>
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#include <CoreAudioTypes.h>
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#include <AudioUnit.h>
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#include <AUGraph.h>
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#endif
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#include <vector>
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#include "CAStreamBasicDescription.h"
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#include "CAComponent.h"
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#include "CAAudioChannelLayout.h"
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// defined below
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class CAAUChanHelper;
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// These constructors will NOT throw exceptions - so "check" after creation if AU IsValid()
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// The destructor will NOT automatically close the AU down
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// This state should be managed by the Caller
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// once closed, the unit represented by this object is no longer valid
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// it is up to the user of this object to ensure its validity is in sync
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// if it is removed from a graph
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// methods that can significantly change the state of the AU (like its format) are
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// NOT const whereas those that don't change the externally related state of the AU are not const
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class CAAudioUnit {
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public:
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typedef std::vector<AudioChannelLayoutTag> ChannelTagVector;
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typedef ChannelTagVector::iterator ChannelTagVectorIter;
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public:
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CAAudioUnit ()
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: mDataPtr(0) {}
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CAAudioUnit (const AudioUnit& inUnit);
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CAAudioUnit (const AUNode &inNode, const AudioUnit& inUnit);
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CAAudioUnit (const CAAudioUnit& y)
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: mDataPtr(0) { *this = y; }
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static OSStatus Open (const CAComponent& inComp, CAAudioUnit &outUnit);
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~CAAudioUnit ();
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CAAudioUnit& operator= (const CAAudioUnit& y);
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bool operator== (const CAAudioUnit& y) const;
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bool operator== (const AudioUnit& y) const;
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#pragma mark __State Management
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bool IsValid () const;
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AudioUnit AU() const;
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operator AudioUnit () const { return AU(); }
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const CAComponent& Comp() const { return mComp; }
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bool FromAUGraph () const { return GetAUNode() != 0 || GetAUNode() != -1; }
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AUNode GetAUNode () const;
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operator AUNode () const { return GetAUNode(); }
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#pragma mark __API Wrapper
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OSStatus Initialize() const { return AudioUnitInitialize(AU()); }
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OSStatus Uninitialize() const { return AudioUnitUninitialize(AU()); }
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OSStatus GetPropertyInfo(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
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UInt32 *outDataSize, Boolean *outWritable) const
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{
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return AudioUnitGetPropertyInfo(AU(), propID, scope, element, outDataSize, outWritable);
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}
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OSStatus GetProperty(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
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void *outData, UInt32 *ioDataSize) const
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{
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return AudioUnitGetProperty(AU(), propID, scope, element, outData, ioDataSize);
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}
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OSStatus SetProperty(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
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const void *inData, UInt32 inDataSize)
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{
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return AudioUnitSetProperty(AU(), propID, scope, element, inData, inDataSize);
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}
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OSStatus SetParameter(AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
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Float32 value, UInt32 bufferOffsetFrames=0);
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OSStatus GetParameter(AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
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Float32 &outValue) const;
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OSStatus Render (AudioUnitRenderActionFlags * ioActionFlags,
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const AudioTimeStamp * inTimeStamp,
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UInt32 inOutputBusNumber,
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UInt32 inNumberFrames,
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AudioBufferList * ioData);
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OSStatus Reset (AudioUnitScope scope, AudioUnitElement element)
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{
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return AudioUnitReset (AU(), scope, element);
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}
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OSStatus GlobalReset ()
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{
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return AudioUnitReset (AU(), kAudioUnitScope_Global, 0);
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}
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OSStatus Preroll (UInt32 inFrameSize);
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OSStatus AddRenderNotify (AURenderCallback inProc, void *inProcRefCon)
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{
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return AudioUnitAddRenderNotify (AU(), inProc, inProcRefCon);
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}
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OSStatus RemoveRenderNotify (AURenderCallback inProc, void *inProcRefCon)
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{
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return AudioUnitRemoveRenderNotify (AU(), inProc, inProcRefCon);
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}
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// Fast dispatch support for MIDI Effects or Music Devices
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OSStatus MIDIEvent (UInt32 inStatus,
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UInt32 inData1,
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UInt32 inData2,
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UInt32 inOffsetSampleFrame);
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// uses the default VoiceForGroup value - this is the normal case
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OSStatus StartNote (MusicDeviceGroupID inGroupID,
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NoteInstanceID * outNoteInstanceID,
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UInt32 inOffsetSampleFrame,
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const MusicDeviceNoteParams * inParams)
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{
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return StartNote (kMusicNoteEvent_UseGroupInstrument,
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inGroupID, outNoteInstanceID,
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inOffsetSampleFrame, inParams);
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}
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OSStatus StartNote (MusicDeviceInstrumentID inInstrument,
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MusicDeviceGroupID inGroupID,
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NoteInstanceID * outNoteInstanceID,
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UInt32 inOffsetSampleFrame,
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const MusicDeviceNoteParams * inParams);
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OSStatus StopNote (MusicDeviceGroupID inGroupID,
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NoteInstanceID inNoteInstanceID,
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UInt32 inOffsetSampleFrame);
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#pragma mark __Format Utilities
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// typically you ask this about an AU
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// These Questions are asking about Input and Output...
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// These ones just say whether an AU can do a single combination of channels
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// and is fine if the AU has a single output (and if an input, a single input)
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bool CanDo (int inChannelsInOut) const
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{
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return CanDo (inChannelsInOut, inChannelsInOut);
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}
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bool CanDo ( int inChannelsIn,
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int inChannelsOut) const;
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// This version does a more thorough test for ANY AU with ANY ins/outs
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// you pass in the channel helper (for the current element count on that scope)
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bool CanDo ( const CAAUChanHelper &input,
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const CAAUChanHelper &output) const;
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bool SupportsNumChannels () const;
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bool HasChannelLayouts (AudioUnitScope inScope,
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AudioUnitElement inEl) const;
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bool GetChannelLayouts (AudioUnitScope inScope,
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AudioUnitElement inEl,
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ChannelTagVector &outChannelVector) const;
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OSStatus GetChannelLayout (AudioUnitScope inScope,
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AudioUnitElement inEl,
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CAAudioChannelLayout &outLayout) const;
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OSStatus SetChannelLayout (AudioUnitScope inScope,
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AudioUnitElement inEl,
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CAAudioChannelLayout &inLayout);
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OSStatus SetChannelLayout (AudioUnitScope inScope,
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AudioUnitElement inEl,
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AudioChannelLayout &inLayout,
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UInt32 inSize);
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OSStatus ClearChannelLayout (AudioUnitScope inScope,
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AudioUnitElement inEl);
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OSStatus GetFormat (AudioUnitScope inScope,
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AudioUnitElement inEl,
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AudioStreamBasicDescription &outFormat) const;
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// if an AudioChannelLayout is either required or set, this call can fail
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// and the SetChannelLayout call should be used to set the format
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OSStatus SetFormat (AudioUnitScope inScope,
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AudioUnitElement inEl,
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const AudioStreamBasicDescription &inFormat);
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OSStatus GetSampleRate (AudioUnitScope inScope,
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AudioUnitElement inEl,
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Float64 &outRate) const;
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OSStatus SetSampleRate (AudioUnitScope inScope,
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AudioUnitElement inEl,
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Float64 inRate);
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// this sets the sample rate on all in/out buses of the AU
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OSStatus SetSampleRate (Float64 inSampleRate);
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OSStatus NumberChannels (AudioUnitScope inScope,
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AudioUnitElement inEl,
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UInt32 &outChans) const;
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OSStatus GetNumberChannels (AudioUnitScope inScope,
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AudioUnitElement inEl,
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UInt32 &outChans) const
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{
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return NumberChannels (inScope, inEl, outChans);
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}
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OSStatus SetNumberChannels (AudioUnitScope inScope,
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AudioUnitElement inEl,
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UInt32 inChans);
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OSStatus IsElementCountWritable (AudioUnitScope inScope, bool &outWritable) const;
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OSStatus GetElementCount (AudioUnitScope inScope, UInt32 &outCount) const;
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OSStatus SetElementCount (AudioUnitScope inScope, UInt32 inCount);
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// value of -1 for outTotalNumChannels indicates no restriction on num channels
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// for ex. the Matrix Mixer satisfies this (its in/out element count is writable, and can be set to
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// any number of channels.
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// outTotalNumChannels is only valid if method returns true...
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bool HasDynamicInputs (SInt32 &outTotalNumChannels) const
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{
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return HasDynamicScope (kAudioUnitScope_Input, outTotalNumChannels);
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}
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bool HasDynamicOutputs (SInt32 &outTotalNumChannels) const
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{
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return HasDynamicScope (kAudioUnitScope_Output, outTotalNumChannels);
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}
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// here, if the in (or out) elements are dynamic, then you supply the number of elements
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// you want on in (or out) scope, and the number of channels on each consecutive element
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OSStatus ConfigureDynamicInput (UInt32 inNumElements, UInt32 *inChannelsPerElement, Float64 inSampleRate)
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{
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return ConfigureDynamicScope (kAudioUnitScope_Input, inNumElements, inChannelsPerElement, inSampleRate);
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}
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OSStatus ConfigureDynamicOutput (UInt32 inNumElements, UInt32 *inChannelsPerElement, Float64 inSampleRate)
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{
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return ConfigureDynamicScope (kAudioUnitScope_Output, inNumElements, inChannelsPerElement, inSampleRate);
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}
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bool CanBypass () const;
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bool GetBypass () const;
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OSStatus SetBypass (bool inBypass) const;
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Float64 Latency () const;
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// these calls just deal with the global preset state
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// you could rescope them to deal with presets on the part scope
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OSStatus GetAUPreset (CFPropertyListRef &outData) const;
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OSStatus SetAUPreset (CFPropertyListRef &inData);
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OSStatus GetPresentPreset (AUPreset &outData) const;
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OSStatus SetPresentPreset (AUPreset &inData);
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bool HasCustomView () const;
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#pragma mark __Print
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void Print () const { Print (stdout); }
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void Print (FILE* file) const;
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private:
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CAComponent mComp;
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class AUState;
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AUState* mDataPtr;
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// this can throw - so wrap this up in a static that returns a result code...
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CAAudioUnit (const CAComponent& inComp);
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bool HasDynamicScope (AudioUnitScope inScope, SInt32 &outTotalNumChannels) const;
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OSStatus ConfigureDynamicScope (AudioUnitScope inScope,
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UInt32 inNumElements,
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UInt32 *inChannelsPerElement,
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Float64 inSampleRate);
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bool ValidateChannelPair (int inChannelsIn,
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int inChannelsOut,
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const AUChannelInfo * info,
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UInt32 numChanInfo) const;
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bool ValidateDynamicScope (AudioUnitScope inScope,
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SInt32 &outTotalNumChannels,
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const AUChannelInfo * info,
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UInt32 numInfo) const;
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bool CheckOneSide (const CAAUChanHelper &inHelper,
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bool checkOutput,
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const AUChannelInfo *info,
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UInt32 numInfo) const;
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};
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class CAAUChanHelper {
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public:
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CAAUChanHelper()
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: mChans(mStaticChans), mNumEls(0), mDidAllocate(false)
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{
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memset (mChans, 0, sizeof(UInt32) * 8);
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}
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CAAUChanHelper(const CAAudioUnit &inAU, AudioUnitScope inScope);
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CAAUChanHelper (const CAAUChanHelper &c) :mChans(mStaticChans), mNumEls(0), mDidAllocate(false) { *this = c; }
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~CAAUChanHelper();
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CAAUChanHelper& operator= (const CAAUChanHelper &c);
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UInt32 * mChans;
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UInt32 mNumEls;
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private:
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UInt32 mStaticChans[8];
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bool mDidAllocate;
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};
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#endif
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