mirror of
https://github.com/cookiengineer/audacity
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This brings the builtin, LV2, and VAMP effects inline with the Audio Units, LADSPA, and VST effects. All effects now share a common UI. This gives all effects (though not implemented for all): User and factory preset capability Preset import/export capability Shared or private configuration options Builtin effects can now be migrated to RTP, depending on algorithm. LV2 effects now support graphical interfaces if the plugin supplies one. Nyquist prompt enhanced to provide some features of the Nyquist Workbench. It may not look like it, but this was a LOT of work, so trust me, there WILL be problems and everything effect related should be suspect. Keep a sharp eye (or two) open.
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
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Audacity: A Digital Audio Editor
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DtmfGen.h
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Salvo Ventura
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Dec 2006
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An effect that generates DTMF tones
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**********************************************************************/
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#ifndef __AUDACITY_EFFECT_DTMF__
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#define __AUDACITY_EFFECT_DTMF__
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#include <wx/event.h>
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#include <wx/slider.h>
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#include <wx/stattext.h>
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#include <wx/string.h>
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#include "../ShuttleGui.h"
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#include "../widgets/NumericTextCtrl.h"
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#include "Effect.h"
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#define DTMFTONES_PLUGIN_SYMBOL wxTRANSLATE("DTMF Tones")
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class EffectDtmf : public Effect
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{
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public:
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EffectDtmf();
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virtual ~EffectDtmf();
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// IdentInterface implementation
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virtual wxString GetSymbol();
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virtual wxString GetDescription();
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// EffectIdentInterface implementation
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virtual EffectType GetType();
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// EffectClientInterface implementation
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virtual int GetAudioOutCount();
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virtual bool ProcessInitialize(sampleCount totalLen, ChannelNames chanMap = NULL);
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virtual sampleCount ProcessBlock(float **inBlock, float **outBlock, sampleCount blockLen);
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virtual bool GetAutomationParameters(EffectAutomationParameters & parms);
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virtual bool SetAutomationParameters(EffectAutomationParameters & parms);
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// Effect implementation
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virtual bool Startup();
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virtual void PopulateOrExchange(ShuttleGui & S);
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virtual bool TransferDataFromWindow();
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virtual bool TransferDataToWindow();
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private:
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// EffectDtmf implementation
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bool MakeDtmfTone(float *buffer, sampleCount len, float fs,
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wxChar tone, sampleCount last,
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sampleCount total, float amplitude);
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void Recalculate();
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void UpdateUI();
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void OnText(wxCommandEvent & evt);
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void OnSlider(wxCommandEvent & evt);
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private:
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sampleCount numSamplesSequence; // total number of samples to generate
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sampleCount numSamplesTone; // number of samples in a tone block
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sampleCount numSamplesSilence; // number of samples in a silence block
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sampleCount diff; // number of extra samples to redistribute
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sampleCount numRemaining; // number of samples left to produce in the current block
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sampleCount curTonePos; // position in tone to start the wave
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bool isTone; // true if block is tone, otherwise silence
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int curSeqPos; // index into dtmf tone string
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wxString dtmfString; // dtmf tone string
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int dtmfNTones; // total number of tones to generate
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double dtmfTone; // duration of a single tone in ms
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double dtmfSilence; // duration of silence between tones in ms
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double dtmfDutyCycle; // ratio of dtmfTone/(dtmfTone+dtmfSilence)
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double dtmfAmplitude; // amplitude of dtmf tone sequence, restricted to (0-1)
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wxSlider *mDtmfDutyS;
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NumericTextCtrl *mDtmfDurationT;
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wxStaticText *mDtmfToneT;
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wxStaticText *mDtmfSilenceT;
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wxStaticText *mDtmfDutyT;
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DECLARE_EVENT_TABLE();
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};
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#endif
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