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mirror of https://github.com/cookiengineer/audacity synced 2025-11-26 15:20:21 +01:00

Update libvamp to 2.5.

This commit is contained in:
lllucius
2013-10-31 06:33:59 +00:00
parent c8aa505879
commit 6fef6dd8b4
77 changed files with 6254 additions and 3598 deletions

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## Skeleton Makefile for Vamp plugin builds using command-line tools.
## This requires GNU make, which is what you get with OS/X, Linux, or
## MinGW/Cygwin on Windows.
##
## Rename this to Makefile, and edit as appropriate.
## This Makefile WILL NOT WORK until you have edited it as described
## below -- the Makefile as supplied does nothing useful at all!
##
## Various sets of options are provided, commented out -- just uncomment
## (remove the '#' characters for) the set that most closely resembles
## your own situation, and adjust to taste. Then run "gmake".
##
## (For Windows builds using MS Visual Studio, start instead with the
## VampExamplePlugins project found in the build directory of the SDK.)
# Edit this to the base name of your plugin library
#
PLUGIN_LIBRARY_NAME := myplugins
# Edit this to list the .cpp or .c files in your plugin project
#
PLUGIN_SOURCES := MyPlugin.cpp plugins.cpp
# Edit this to list the .h files in your plugin project
#
PLUGIN_HEADERS := MyPlugin.h
# Edit this to the location of the Vamp plugin SDK, relative to your
# project directory
#
VAMP_SDK_DIR := ../vamp-plugin-sdk
## Uncomment these for an OS/X universal binary (32- and 64-bit Intel)
## supporting 10.5 or newer. Use this if you have OS/X 10.7 with the
## Xcode 4 command-line tools.
# CXX := g++
# CXXFLAGS := -mmacosx-version-min=10.5 -arch i386 -arch x86_64 -I$(VAMP_SDK_DIR) -Wall -fPIC
# PLUGIN_EXT := .dylib
# LDFLAGS := $(CXXFLAGS) -dynamiclib -install_name $(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) $(VAMP_SDK_DIR)/libvamp-sdk.a -exported_symbols_list vamp-plugin.list
## Uncomment these for an OS/X universal binary (PPC and 32- and
## 64-bit Intel) supporting 10.5 or newer. Use this if you have OS/X
## 10.6 with the Xcode 3 command-line tools.
# CXXFLAGS := -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5 -arch i386 -arch x86_64 -arch ppc -I$(VAMP_SDK_DIR) -Wall -fPIC
# PLUGIN_EXT := .dylib
# LDFLAGS := $(CXXFLAGS) -dynamiclib -install_name $(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) $(VAMP_SDK_DIR)/libvamp-sdk.a -exported_symbols_list vamp-plugin.list
## Uncomment these for an OS/X universal binary (PPC and 32- and
## 64-bit Intel) supporting 10.4 or newer. Use this if you have OS/X
## 10.4, 10.5 or 10.6 and you have the 10.4 SDK installed.
# CXX := g++-4.0
# CXXFLAGS := -isysroot /Developer/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4 -arch i386 -arch x86_64 -arch ppc -I$(VAMP_SDK_DIR) -Wall -fPIC
# PLUGIN_EXT := .dylib
# LDFLAGS := $(CXXFLAGS) -dynamiclib -install_name $(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) $(VAMP_SDK_DIR)/libvamp-sdk.a -exported_symbols_list vamp-plugin.list
## Uncomment these for Linux using the standard tools:
# CXXFLAGS := -I$(VAMP_SDK_DIR) -Wall -fPIC
# PLUGIN_EXT := .so
# LDFLAGS := -shared -Wl,-soname=$(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) $(VAMP_SDK_DIR)/libvamp-sdk.a -Wl,--version-script=vamp-plugin.map
## Uncomment these for a cross-compile from Linux to Windows using MinGW:
# CXX := i586-mingw32msvc-g++
# CXXFLAGS := -I$(VAMP_SDK_DIR) -Wall
# PLUGIN_EXT := .dll
# LDFLAGS := --static-libgcc -Wl,-soname=$(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) -shared $(VAMP_SDK_DIR)/libvamp-sdk.a
## Uncomment these for OpenSolaris using SunStudio compiler and GNU make:
# CXX := CC
# CXXFLAGS := -G -I$(VAMP_SDK_DIR) +w -KPIC
# PLUGIN_EXT := .so
# LDFLAGS := -G -h$(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT) $(VAMP_SDK_DIR)/libvamp-sdk.a -Qoption ld -Mvamp-plugin.map
## All of the above
PLUGIN_OBJECTS := $(PLUGIN_SOURCES:.cpp=.o)
PLUGIN_OBJECTS := $(PLUGIN_OBJECTS:.c=.o)
$(PLUGIN_LIBRARY_NAME)$(PLUGIN_EXT): $(PLUGIN_OBJECTS)
$(CXX) -o $@ $^ $(LDFLAGS)
$(PLUGIN_OBJECTS): $(PLUGIN_HEADERS)
clean:
rm -f *.o

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// This is a skeleton file for use in creating your own plugin
// libraries. Replace MyPlugin and myPlugin throughout with the name
// of your first plugin class, and fill in the gaps as appropriate.
#include "MyPlugin.h"
MyPlugin::MyPlugin(float inputSampleRate) :
Plugin(inputSampleRate)
// Also be sure to set your plugin parameters (presumably stored
// in member variables) to their default values here -- the host
// will not do that for you
{
}
MyPlugin::~MyPlugin()
{
}
string
MyPlugin::getIdentifier() const
{
return "myplugin";
}
string
MyPlugin::getName() const
{
return "My Plugin";
}
string
MyPlugin::getDescription() const
{
// Return something helpful here!
return "";
}
string
MyPlugin::getMaker() const
{
// Your name here
return "";
}
int
MyPlugin::getPluginVersion() const
{
// Increment this each time you release a version that behaves
// differently from the previous one
return 1;
}
string
MyPlugin::getCopyright() const
{
// This function is not ideally named. It does not necessarily
// need to say who made the plugin -- getMaker does that -- but it
// should indicate the terms under which it is distributed. For
// example, "Copyright (year). All Rights Reserved", or "GPL"
return "";
}
MyPlugin::InputDomain
MyPlugin::getInputDomain() const
{
return TimeDomain;
}
size_t
MyPlugin::getPreferredBlockSize() const
{
return 0; // 0 means "I can handle any block size"
}
size_t
MyPlugin::getPreferredStepSize() const
{
return 0; // 0 means "anything sensible"; in practice this
// means the same as the block size for TimeDomain
// plugins, or half of it for FrequencyDomain plugins
}
size_t
MyPlugin::getMinChannelCount() const
{
return 1;
}
size_t
MyPlugin::getMaxChannelCount() const
{
return 1;
}
MyPlugin::ParameterList
MyPlugin::getParameterDescriptors() const
{
ParameterList list;
// If the plugin has no adjustable parameters, return an empty
// list here (and there's no need to provide implementations of
// getParameter and setParameter in that case either).
// Note that it is your responsibility to make sure the parameters
// start off having their default values (e.g. in the constructor
// above). The host needs to know the default value so it can do
// things like provide a "reset to default" function, but it will
// not explicitly set your parameters to their defaults for you if
// they have not changed in the mean time.
ParameterDescriptor d;
d.identifier = "parameter";
d.name = "Some Parameter";
d.description = "";
d.unit = "";
d.minValue = 0;
d.maxValue = 10;
d.defaultValue = 5;
d.isQuantized = false;
list.push_back(d);
return list;
}
float
MyPlugin::getParameter(string identifier) const
{
if (identifier == "parameter") {
return 5; // return the ACTUAL current value of your parameter here!
}
return 0;
}
void
MyPlugin::setParameter(string identifier, float value)
{
if (identifier == "parameter") {
// set the actual value of your parameter
}
}
MyPlugin::ProgramList
MyPlugin::getPrograms() const
{
ProgramList list;
// If you have no programs, return an empty list (or simply don't
// implement this function or getCurrentProgram/selectProgram)
return list;
}
string
MyPlugin::getCurrentProgram() const
{
return ""; // no programs
}
void
MyPlugin::selectProgram(string name)
{
}
MyPlugin::OutputList
MyPlugin::getOutputDescriptors() const
{
OutputList list;
// See OutputDescriptor documentation for the possibilities here.
// Every plugin must have at least one output.
OutputDescriptor d;
d.identifier = "output";
d.name = "My Output";
d.description = "";
d.unit = "";
d.hasFixedBinCount = true;
d.binCount = 1;
d.hasKnownExtents = false;
d.isQuantized = false;
d.sampleType = OutputDescriptor::OneSamplePerStep;
d.hasDuration = false;
list.push_back(d);
return list;
}
bool
MyPlugin::initialise(size_t channels, size_t stepSize, size_t blockSize)
{
if (channels < getMinChannelCount() ||
channels > getMaxChannelCount()) return false;
// Real initialisation work goes here!
return true;
}
void
MyPlugin::reset()
{
// Clear buffers, reset stored values, etc
}
MyPlugin::FeatureSet
MyPlugin::process(const float *const *inputBuffers, Vamp::RealTime timestamp)
{
// Do actual work!
return FeatureSet();
}
MyPlugin::FeatureSet
MyPlugin::getRemainingFeatures()
{
return FeatureSet();
}

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// This is a skeleton file for use in creating your own plugin
// libraries. Replace MyPlugin and myPlugin throughout with the name
// of your first plugin class, and fill in the gaps as appropriate.
// Remember to use a different guard symbol in each header!
#ifndef _MY_PLUGIN_H_
#define _MY_PLUGIN_H_
#include <vamp-sdk/Plugin.h>
using std::string;
class MyPlugin : public Vamp::Plugin
{
public:
MyPlugin(float inputSampleRate);
virtual ~MyPlugin();
string getIdentifier() const;
string getName() const;
string getDescription() const;
string getMaker() const;
int getPluginVersion() const;
string getCopyright() const;
InputDomain getInputDomain() const;
size_t getPreferredBlockSize() const;
size_t getPreferredStepSize() const;
size_t getMinChannelCount() const;
size_t getMaxChannelCount() const;
ParameterList getParameterDescriptors() const;
float getParameter(string identifier) const;
void setParameter(string identifier, float value);
ProgramList getPrograms() const;
string getCurrentProgram() const;
void selectProgram(string name);
OutputList getOutputDescriptors() const;
bool initialise(size_t channels, size_t stepSize, size_t blockSize);
void reset();
FeatureSet process(const float *const *inputBuffers,
Vamp::RealTime timestamp);
FeatureSet getRemainingFeatures();
protected:
// plugin-specific data and methods go here
};
#endif

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// This is a skeleton file for use in creating your own plugin
// libraries. Replace MyPlugin and myPlugin throughout with the name
// of your first plugin class, and fill in the gaps as appropriate.
#include <vamp/vamp.h>
#include <vamp-sdk/PluginAdapter.h>
#include "MyPlugin.h"
// Declare one static adapter here for each plugin class in this library.
static Vamp::PluginAdapter<MyPlugin> myPluginAdapter;
// This is the entry-point for the library, and the only function that
// needs to be publicly exported.
const VampPluginDescriptor *
vampGetPluginDescriptor(unsigned int version, unsigned int index)
{
if (version < 1) return 0;
// Return a different plugin adaptor's descriptor for each index,
// and return 0 for the first index after you run out of plugins.
// (That's how the host finds out how many plugins are in this
// library.)
switch (index) {
case 0: return myPluginAdapter.getDescriptor();
default: return 0;
}
}

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_vampGetPluginDescriptor

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{
global: vampGetPluginDescriptor;
local: *;
};