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Re: Fast Dispatch
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Re: Fast Dispatch


  • Subject: Re: Fast Dispatch
  • From: Bill Stewart <email@hidden>
  • Date: Thu, 19 Sep 2002 15:29:57 -0700

on 19/9/02 1:08 PM, Jeremy Sagan wrote:
> I want to get the maximum dispatch speed so I am trying to implement
> fast dispatching. What is wrong with this code (I could not find any
> examples using fast dispatching)? The render code works if
> m_audioUnitRenderRoutine is nil.
>
> setup code:
>
> outDataSize = sizeof(m_audioUnitRenderRoutine);
> AudioUnitGetProperty(au, kAudioUnitProperty_FastDispatch,
> kAudioUnitScope_Global,
> kAudioUnitRenderSelect, &m_audioUnitRenderRoutine,
> &outDataSize);

That's correct

> render code:
>
> AudioUnitRenderProc ARP = (AudioUnitRenderProc)
> m_audioUnitRenderRoutine;
> if (!ARP)
> ARP = (AudioUnitRenderProc)AudioUnitRender;
> ARP(m_audioUnit, 0, &theTime, buss, sampleFrames, (AudioBufferList
> *)&ioData);

// This is in the AUPublic code in the SDK - AUInputElement.cpp
Here's how we call it:

theResult = reinterpret_cast<AudioUnitRenderSliceProc>(mConnRenderProc)(
mConnInstanceStorage, ioActionFlags, &inTimeStamp,
mConnection.sourceOutputNumber,
&pullBuffer->mBuffers[0]);

You CANNOT pass in a NULL reference for the render flags for a V2 AudioUnit
- clearly documented even!

Bill

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  • Follow-Ups:
    • Re: Fast Dispatch
      • From: "Jeremy@Verizon" <email@hidden>
References: 
 >(no subject) (From: Jeremy Sagan <email@hidden>)

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