text: #pragma once
  
  #include "ofMain.h"
  #include "ofxSoundPlayerObject.h"
  
  #include "waveformDraw.h"
  #include "SineWaveGenerator.h"
  
  #include "ofxNDISoundObject.h"
  #include "ofxGui.h"
  class ofApp : public ofBaseApp{
  
  	public:
  		void setup();
  		void update();
  		void draw();
  
  		void keyPressed(int key);
  		void keyReleased(int key);
  		void mouseMoved(int x, int y );
  		void mouseDragged(int x, int y, int button);
  		void mousePressed(int x, int y, int button);
  		void mouseReleased(int x, int y, int button);
  		void mouseEntered(int x, int y);
  		void mouseExited(int x, int y);
  		void windowResized(int w, int h);
  		void dragEvent(ofDragInfo dragInfo);
  		void gotMessage(ofMessage msg);
  	
  	// the sender object
  	ofxNDISenderSoundObject sender;
  	
  	// even when you might want to send audio through NDI and not output to your speakers you need a soundstream as it will be used to clock the NDI stream. The sender needs to be connected to a signal chain which has an output stream at its end. Without it it will not work.
  	ofSoundStream stream;
      ofxSoundOutput output;
  	ofxSoundInput input;
  	/// these are here just to have different possible sources of audio to send via NDI.
      ofxSoundPlayerObject player;
  
  	void loadDialogPlayer();
  	
  	
  	// stuff for the help text
  	
  	bool bDrawHelp = true;
  	
  	
  	
  	
  	
  };
  