Files
lmms/include/EffectChain.h
Tobias Doerffel f01c90b6a5 EffectChain: new argument hasInputNoise for processAudioBuffer()
Use the extra information to determine whether we need to process input
at all if plugin is not running anymore.

In FX mixer we now omit starting effects if no data has been mixed to
a certain FX channel. Instead let effects running until they finished.

First of multiple fixes for #267.
2014-02-06 22:20:23 +01:00

85 lines
2.0 KiB
C++

/*
* EffectChain.h - class for processing and effects chain
*
* Copyright (c) 2006-2008 Danny McRae <khjklujn/at/users.sourceforge.net>
* Copyright (c) 2008-2014 Tobias Doerffel <tobydox/at/users.sourceforge.net>
*
* This file is part of Linux MultiMedia Studio - http://lmms.sourceforge.net
*
* 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 (see COPYING); if not, write to the
* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA.
*
*/
#ifndef _EFFECT_CHAIN_H
#define _EFFECT_CHAIN_H
#include "Model.h"
#include "SerializingObject.h"
#include "Mixer.h"
#include "AutomatableModel.h"
class Effect;
class EXPORT EffectChain : public Model, public SerializingObject
{
Q_OBJECT
public:
EffectChain( Model * _parent );
virtual ~EffectChain();
virtual void saveSettings( QDomDocument & _doc, QDomElement & _parent );
virtual void loadSettings( const QDomElement & _this );
inline virtual QString nodeName() const
{
return "fxchain";
}
void appendEffect( Effect * _effect );
void removeEffect( Effect * _effect );
void moveDown( Effect * _effect );
void moveUp( Effect * _effect );
bool processAudioBuffer( sampleFrame * _buf, const fpp_t _frames, bool hasInputNoise );
void startRunning();
bool isRunning();
void clear();
void setEnabled( bool _on )
{
m_enabledModel.setValue( _on );
}
private:
typedef QVector<Effect *> EffectList;
EffectList m_effects;
BoolModel m_enabledModel;
friend class EffectRackView;
signals:
void aboutToClear();
} ;
#endif