Brackets one block of processing in one thread.
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#include <RealtimeEffectManager.h>
Brackets one block of processing in one thread.
Definition at line 256 of file RealtimeEffectManager.h.
◆ ProcessingScope() [1/2]
◆ ProcessingScope() [2/2]
RealtimeEffects::ProcessingScope::ProcessingScope |
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ProcessingScope && |
other | ) |
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default |
◆ ~ProcessingScope()
RealtimeEffects::ProcessingScope::~ProcessingScope |
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inline |
◆ operator=()
◆ Process()
size_t RealtimeEffects::ProcessingScope::Process |
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const ChannelGroup * |
group, |
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float *const * |
buffers, |
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float *const * |
scratch, |
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float * |
dummy, |
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unsigned |
nBuffers, |
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size_t |
numSamples |
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) |
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inline |
- Returns
- how many samples to discard for latency
- Parameters
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nBuffers | how many buffers; equal number of scratches |
numSamples | length of each buffer |
Definition at line 275 of file RealtimeEffectManager.h.
282 {
283 if (
const auto pProject =
mwProject.lock())
284 {
287 nBuffers, numSamples);
288 }
289 return 0;
290 }
size_t Process(bool suspended, const ChannelGroup *group, float *const *buffers, float *const *scratch, float *dummy, unsigned nBuffers, size_t numSamples)
References RealtimeEffectManager::Get(), mSuspended, mwProject, and RealtimeEffectManager::Process().
◆ mSuspended
bool RealtimeEffects::ProcessingScope::mSuspended {} |
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private |
◆ mwProject
The documentation for this class was generated from the following file: