Re: AU "offline" processing
Re: AU "offline" processing
- Subject: Re: AU "offline" processing
- From: James Chandler Jr <email@hidden>
- Date: Fri, 31 Jan 2003 10:42:53 -0500
>
For instance, take a "Reverse" plug-in that simply takes the selected
>
waveform (of length l) and performs an operation of type y[n] =
>
x[l-n]. Of course this needs to be an offline operation once you know
>
all the sample values from 0 to l.
>
>
I am wondering whether a "skip read head to position x" callback
>
would be useful to such AudioUnits. If the host doesn't implement it,
>
such non-causal AudioUnits would refuse to run; otherwise, they would
>
know they are being used in offline mode.
If you decide to roll your own non-real-time plugin format, here is an idea
of perhaps dubious worth (GRIN).
Have you ever looked at Adobe Premiere Audio Plugin API? I haven't fiddled
with Premiere plugs for a couple years, but the API/SDK used to be freely
available from Adobe.
The original Premiere plugin was limited to only 16 bit PCM, dunno if Adobe
ever improved that aspect.
However, it is a very nice simple API for non-real-time processing, with
good "skip read head to position x" callback capabilities.
The Premiere plugin SDK only covered details for creating Premiere plugins,
but there was enough information in the SDK that it only took a few days to
roll my own Premiere host code.
Perhaps even if Premiere Audio Plugs still don't have float sample format
support-- Compared to the time designing your own plugin spec from scratch,
it may be faster to roll-your-own Premiere hosting support, and then add a
private extension to the plugin spec for float samples?
James Chandler Jr.
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