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Audio Units sample code
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Audio Units sample code


  • Subject: Audio Units sample code
  • From: Brian Barnes <email@hidden>
  • Date: Wed, 26 Sep 2001 02:23:29 -0400

I've decided to try to move my project, dim3 (www.klinksoftware.com), over to core audio, and everything was fine until I ran unto the brick wall that was the documentation. So I searched this list and apple's developer site, but I couldn't find any sample code for using audio units (in carbon). I *assume* from the documentation that, while obviously more powerful, I can equate audio units to sound channels in the sound manager. I might be wrong here.

The first problem that came up was I have no idea what subtype I'm supposed to use to create a component that handles sampled data. And it goes on from there.

It do a great service if a simple piece of code that ran through opening a component, setting the right properties, getting the callbacks and inserting the sample data, playing, then closing. I know in *theory* how this is supposed to be done, but there are such big gaps in the documentation that it'd take a long time of hunting and pecking to get it right (this is to say, I know how busy the apple people are, so I'm happy there's any documentation at all.)

Also, a simple question. To make the sound actually play, do I have to send the output of my X audio units into a single audio units, that outputs to a audio device? And that would be the subtype_mixer, I assume.

I know the audio graph is supposed to handle this at a higher level, but I want to learn audio units first.

Thanks ....

[>] Brian


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