Audio Units sample code
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