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More Audio Unit Questions
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More Audio Unit Questions


  • Subject: More Audio Unit Questions
  • From: Brian Barnes <email@hidden>
  • Date: Thu, 27 Sep 2001 11:24:12 -0400

Alright, more questions even before the first are answered. Once again,
any information given to me I'll redistribute through some sample code,
hopefully saving you a little work.

1. Stopping a sample in the callback.

OK, I am playing a sample on an audio unit. In the callback for data, I
run out of samples. I fill the rest with 0's and wait for the next
callback, where I need to stop the audiounit. Can I call
AudioOutputUnitStop IN the callback? Or is there some other way to do
it?

2. AudioUnit's in stopped positions -- I assume they take up no
processing time, correct?

3. Effects.

3a. This is the main reason I'm moving to audio units. I'd like to have
a changing reverb as you go through different sized rooms. I assume the
procedure is that you hook up all your audio units (playing samples) to
the input of a effect/reverb. Here's where I have a problem. Can the
output of the effect go right to the speaker, or do I have to funnel
that output to another audio unit that is output?

3b. Let's say I want to turn off reverb (you go outside). Is there a
way to set the effects unit to just become a pass-through, or is it
worth the trouble to go through all the audio units I have and reconnect
them to the regular output (and then connect them back to turn it on.)
That seems a bit costly. Especially as I want to have other effects
inline that I can turn on and off.

4. This "AudioConverter" that's coming in 10.1, will that allow me an
easy way to bring AIFFs into the fp format for your buffers? I can
always use ParseAIFFHeader and then divide out the samples to get the
correct floats, but I'd rather have you do it for me!

That's all for now, more later.

[>] Brian


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