audacia/src/effects/ChangePitch.h
Paul Licameli 990080ae7d Replace virtual with override wherever possible; eliminate needless virtual...
... for functions in final classes.

override is like const -- it's not necessary, but it helps the compiler to
catch mistakes.

There may be some overriding functions not explicitly declared virtual and I did
not identify such cases, in which I might also add override.
2016-02-26 12:35:38 -05:00

145 lines
4.4 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
Audacity(R) is copyright (c) 1999-2012 Audacity Team.
License: GPL v2. See License.txt.
ChangePitch.h
Vaughan Johnson, Dominic Mazzoni, Steve Daulton
******************************************************************//**
\file ChangePitch.h
\brief Change Pitch effect provides raising or lowering
the pitch without changing the tempo.
*//*******************************************************************/
#if USE_SOUNDTOUCH
#ifndef __AUDACITY_EFFECT_CHANGEPITCH__
#define __AUDACITY_EFFECT_CHANGEPITCH__
#include <wx/choice.h>
#include <wx/event.h>
#include <wx/slider.h>
#include <wx/spinctrl.h>
#include <wx/string.h>
#include <wx/textctrl.h>
#include "SoundTouchEffect.h"
class ShuttleGui;
#define CHANGEPITCH_PLUGIN_SYMBOL XO("Change Pitch")
class EffectChangePitch final : public EffectSoundTouch
{
public:
EffectChangePitch();
virtual ~EffectChangePitch();
// IdentInterface implementation
wxString GetSymbol() override;
wxString GetDescription() override;
// EffectIdentInterface implementation
EffectType GetType() override;
// EffectClientInterface implementation
bool GetAutomationParameters(EffectAutomationParameters & parms) override;
bool SetAutomationParameters(EffectAutomationParameters & parms) override;
bool LoadFactoryDefaults() override;
// Effect implementation
bool Init() override;
bool Process() override;
bool CheckWhetherSkipEffect() override;
void PopulateOrExchange(ShuttleGui & S) override;
bool TransferDataToWindow() override;
bool TransferDataFromWindow() override;
private:
// EffectChangePitch implementation
// Deduce m_FromFrequency from the samples at the beginning of
// the selection. Then set some other params accordingly.
void DeduceFrequencies();
// calculations
void Calc_ToPitch(); // Update m_nToPitch from NEW m_dSemitonesChange.
void Calc_ToOctave();
void Calc_SemitonesChange_fromPitches();
void Calc_SemitonesChange_fromOctaveChange();
void Calc_SemitonesChange_fromPercentChange();
void Calc_ToFrequency(); // Update m_ToFrequency from m_FromFrequency & m_dPercentChange.
void Calc_PercentChange(); // Update m_dPercentChange based on NEW m_dSemitonesChange.
// handlers
void OnChoice_FromPitch(wxCommandEvent & evt);
void OnSpin_FromOctave(wxCommandEvent & evt);
void OnChoice_ToPitch(wxCommandEvent & evt);
void OnSpin_ToOctave(wxCommandEvent & evt);
void OnText_SemitonesChange(wxCommandEvent & evt);
void OnText_FromFrequency(wxCommandEvent & evt);
void OnText_ToFrequency(wxCommandEvent & evt);
void OnText_PercentChange(wxCommandEvent & evt);
void OnSlider_PercentChange(wxCommandEvent & evt);
// helper fns for controls
void Update_Choice_FromPitch();
void Update_Spin_FromOctave();
void Update_Choice_ToPitch();
void Update_Spin_ToOctave();
void Update_Text_SemitonesChange();
void Update_Text_FromFrequency();
void Update_Text_ToFrequency();
void Update_Text_PercentChange(); // Update control per current m_dPercentChange.
void Update_Slider_PercentChange(); // Update control per current m_dPercentChange.
private:
// effect parameters
int m_nFromPitch; // per PitchIndex()
int m_nFromOctave; // per PitchOctave()
int m_nToPitch; // per PitchIndex()
int m_nToOctave; // per PitchOctave()
double m_FromFrequency; // starting frequency of selection
double m_ToFrequency; // target frequency of selection
double m_dSemitonesChange; // how many semitones to change pitch
double m_dStartFrequency; // starting frequency of first 0.2s of selection
double m_dPercentChange; // percent change to apply to pitch
// Slider is (-100, 200], but textCtrls can set higher.
bool m_bLoopDetect; // Used to avoid loops in initialization and in event handling.
// controls
wxChoice * m_pChoice_FromPitch;
wxSpinCtrl * m_pSpin_FromOctave;
wxChoice * m_pChoice_ToPitch;
wxSpinCtrl * m_pSpin_ToOctave;
wxTextCtrl * m_pTextCtrl_SemitonesChange;
wxTextCtrl * m_pTextCtrl_FromFrequency;
wxTextCtrl * m_pTextCtrl_ToFrequency;
wxTextCtrl * m_pTextCtrl_PercentChange;
wxSlider * m_pSlider_PercentChange;
DECLARE_EVENT_TABLE();
};
#endif // __AUDACITY_EFFECT_CHANGEPITCH__
#endif // USE_SOUNDTOUCH