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Re: AudioUnits...
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Re: AudioUnits...


  • Subject: Re: AudioUnits...
  • From: Kurt Revis <email@hidden>
  • Date: Wed, 13 Nov 2002 15:50:56 -0800

On Wednesday, November 13, 2002, at 03:34 PM, email@hidden wrote:

I'm not just looking to play audio through an AudioUnit effect, rather I'm looking to get the audio produced by the AudioUnit effect. More specifically, I would like to take the audio I get through the input ioproc from my device and run that through an AudioUnit in realtime - but I would like to get the audio the AU produces back while still in the ioproc (like if I were using an AudioConverter to convert in realtime). Is this possible?

I think this is what you're asking for:

Use AudioUnitSetRenderNotification() to give the AU a callback function. Implement the callback like this:

OSStatus observerCallback(void *inRefCon, AudioUnitRenderActionFlags inActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, AudioBuffer *ioData)
{
if (inActionFlags & kAudioUnitRenderAction_PostRender) {
// Do whatever you like with ioData
}

return noErr;
}

You can do this to an AudioOutputUnit to watch the data go by at the same time as it is sent to the HAL (and then played through the hardware). Or, you can use it on any AudioUnit you like.

--
Kurt Revis
email@hidden
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