Re: Cocoa and AudioUnits?
Re: Cocoa and AudioUnits?
- Subject: Re: Cocoa and AudioUnits?
- From: john <email@hidden>
- Date: Tue, 21 Jan 2003 00:55:33 +0000
Hi Robert,
I've voiced my complaints on this list regarding Carbon. It was
disappointing to hear that new APIs from Apple were being developed
based on Carbon, with no Cocoa accessibility. As an extra complaint, I
was particular disappointed to see that the latest CoreAudio SDK has
example apps using a simple C++ application framework, instead of the
feature-rich Cocoa!
Carbon has taken on a more active role than initially announced,
probably because of developers resisting the switch to Cocoa. Obj-C is
probably a bit weird looking at first to pre-OS X programmers, and of
course it is easy to feel safe using what you've always used,
regardless if there's something better.
I'd be all for a movement that moves away from Carbon! :)
-- John
I've started to work on developing (learning to develop) AudioUnits. I
was at first disappointed to see that I would need to use Carbon for
the UI. Then I went and looked at the Carbon docs, and now I'm really
disappointed! There were good reasons I stopped using Macs and went to
NeXT. I looked through the archives regarding this question and I've
got to say I was disturbed.
So now that 10.2.3 is out, and the Cocoa-Carbon interoperability stuff
is there a bit, is this a reasonable path to take? This seems to be a
bit painful to have to do each time. When looking at the bundle
documentation, it seemed to me that the only limitation to having a
native Cocoa AudioUnit SDK would be the ObjC runtime limitation on
unloading symbols.
Can someone from Apple give a hint about the possible future of Cocoa
for AU UI's? Do we need to start a grassroots movement to develop a
way to do this?
Sorry to be a bit grumpy about this, but when I look at the developer
site at Apple, I get the feeling that Cocoa is taking a back seat (and
not just for audio). I think that this is a major mistake.
Thanks for your help,
Rob
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