Re: debugging AudioUnits
Re: debugging AudioUnits
- Subject: Re: debugging AudioUnits
- From: James Coker <email@hidden>
- Date: Mon, 29 Dec 2003 15:51:40 -0700
On Dec 29, 2003, at 3:20 PM, jacques couzteau wrote:
thanks jim,
two more questions:
One way to do it is to
check for possible error conditions, and print to
stdout when that happens.
how can i read stdout from my AU?
i can write using cout .... but where can i catch the output?
I was able to use println in an AURenderCallback,
so I would guess that it would also work in an AU,
but I could be wrong....
Another way is to create
a test method in AU Hosting that calls one render
slice on the AU directly, then triggers the debugger.
How can i trigger the debugger?
You have to do it in XCode, I can't remember exactly
what the procedure is there. In ProjectBuilder, you double-click
to the left of the code when viewing it.
Jim
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