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app structure issues
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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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