Re: Playing Multiple AUNodes in a AUGraph
Re: Playing Multiple AUNodes in a AUGraph
- Subject: Re: Playing Multiple AUNodes in a AUGraph
- From: Chris Rogers <email@hidden>
- Date: Wed, 23 Oct 2002 12:05:07 -0700
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Hi,
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I am heavily into the design phase. An AUGraph is created.
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In a gui a user creates a music part or track of which they may
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enter music data. This music part will have an associated AUNode
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that will be fired up by a MusicPlayer with a preroll and start,
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where the individual tracks have had
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MusicTrackSetDestNode(MusicTrack inTrack, AUNode inNode) applied to
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them. Yet, the AUGraph would have to have a collection of AUNodes
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starting with a kAudioUnitType_MusicDevice, a bunch of
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kAudioUnitType_Effect subTypes which are chained together, and then
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end the whole design with a kAudioUnitType_Output for each music
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part or track...
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And my question is, does the above design require that
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MusicTrackSetDestNode(MusicTrack inTrack, AUNode, inNode) have the
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AUNode with the ComponentDescription of kAudioType_MusicDevice as
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its inNode?
No, any AudioUnit is possible depending on what type of events are in the
MusicTrack. kMusicEventType_Parameter events can apply to any
AudioUnit with parameters. kMusicEventType_ExtendedNote would
only apply to MusicDevices...
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Furthermore, will the final sound output have a quality where
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each music part has its own encapsulated and "uniquely settable"
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effects, for example music part one could have a dry reverb setting
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and music part two could have a wet reverb setting?
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Craig Bakalian
Sure, this is possible. The idea would be to have several chains of
effects all feeding into a mixer AudioUnit (like the stereo mixer)
then finally feeding into an output unit. We realize there are currently
some issues about v1 versus v2 units in the graph, and the stereo mixer
is only a v1 unit, but this should be addressed shortly...
Chris Rogers
Core Audio
Apple Computer
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