Re: Has AudioUnits actually been tried in carbon?
Re: Has AudioUnits actually been tried in carbon?
- Subject: Re: Has AudioUnits actually been tried in carbon?
- From: Brian Barnes <email@hidden>
- Date: Thu, 27 Sep 2001 01:33:27 -0400
For instance, "AudioUnitReset" is defined, but "AudioUnitStart" is
not! I feel I might have a hard time w/o this function!
AudioOutputUnitStart is in AudioUnit/AudioOutputUnit.h.
Ah ha ... OK, the documentation says "AudioUnitStart" (no "output"). So
there's a documentation bug for you to fix, too!
Yes, but you will have to add your own typedefs.
Yeah, this isn't a big deal to me, the missing function was, though!
Alright, since I have your ear, I'll beg for more sample code, and I'll
ask a couple of quick questions.
1. Do you have to have a "master unit" that will mix all the other units
for output to the speaker (er ... audio device.) or can one (or more)
units do this by themselves?
2. What is the "subtype" for running sampled data?
Take this code:
blah=(AudioUnit)OpenDefaultComponent(kAudioUnitComponentType, ***** );
What goes in ****? What is the subtype I should use?
As a matter of fact, what do half those types do???
3. What properties are *required* to be set before starting an audio
unit?
The only one I set right now is "kAudioUnitProperty_SetInputCallback".
Are others required?
And that's just the top of my list of questions! Hence, the need for
sample code! I saw the CASoundLab sample code, and it says "audio unit
version coming", I could use anything. Even in cobol!
[>] Brian