app structure issues
app structure issues
- Subject: app structure issues
- From: Will Benton <email@hidden>
- Date: Fri, 4 Oct 2002 11:33:31 -0500
Folks--
I'm getting used to the callback-based model for audio processing and
was hoping to implement a simple pattern-based softsynth as a proof of
concept. However, I'm having trouble coming up with a good way to
structure my application in order to allow for control changes in an
efficient way, without putting too much logic in the callback function.
I'm thinking that one good design would be that the control portion of
the app generates dynamic "instrument" objects for each note sounded;
these "instrument" objects would have functions that would generate a
specified number of frames. Getting a noteoff message would cause the
instrument object to go into the decay portion of its envelope, and
eventually it would deallocate itself (or something). The callback
function then iterates through the list of active instrument , mixing
down their outputs.
Is that a good place to start? Is it possible to implement this design
in an efficient manner? Does anyone have a clearer (there should be
one) way to structure such an app? Are there any diagrams of how to
make a CoreAudio app that responds to control? Is there any softsynth
that solves this problem whose source I could examine (without
"polluting" my own work)?
Sorry for asking so many dumb questions; I'm a novice at callback-based
programming and have just "switched" to the Mac. If anyone could help
me out, that'd be great.
best,
wb
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