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Re: SDK Available
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Re: SDK Available


  • Subject: Re: SDK Available
  • From: Chris Rogers <email@hidden>
  • Date: Mon, 5 May 2003 11:56:01 -0700

On Mon, 5 May 2003, bakker35 wrote:

In the new AUEffectBase.cpp:

// The base class only really supports effects that have the same number of
// channels in and out - so we check here that this is the case
if ((GetNumberOfChannels() !=
GetInput(0)->GetStreamFormat().mChannelsPerFrame) ||
(GetNumberOfChannels() == 0))

Since when is it a feature of AUEffectBase to always have the same number
of inputs as outputs ? This one made made go back to the older version.

(Marc Poirier writes) I agree. :) And I guess you must have missed the thread about this
(AUEffectBase and Stream formats) which is still continuing now:

AUEffectBase has always implemented its rendering using "kernel"
objects (one per channel) so it's always been limited to n -> n
processing. For those effects which need more flexibility our approach
has been to inherit from AUBase directly. If you look at AUEffectBase,
all it really does it a bunch of stuff relating to these
AUKernelBase objects and you would have to override a number of virtual
methods anyway, so why not just inherit from AUBase directly for
effects which are not n->n rather than completely repurpose the added
function in AUEffectBase. In retrospect AUEffectBase may have been
poorly named, since it's not really the best base class for all types
of effects. Maybe we should have named it AUEffectBaseNtoN or
something like that...

Chris Rogers
Core Audio
Apple Computer
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