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Multiple Connections to an Output Node
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Multiple Connections to an Output Node


  • Subject: Multiple Connections to an Output Node
  • From: Craig Bakalian <email@hidden>
  • Date: Thu, 6 Nov 2003 14:12:58 -0500

Hi
May a output Node take multiple connections in from DLSSynth Nodes?
The first method pops a output unit into a main augraph. The second
function is called each time a music track is created. It runs without
OSStatus at 0, yet it reports only 1 connection in the main graph.
What am I doing wrong? Or is this not possible?

-(void)createOutputNodeForTracks
{
ComponentDescription outUnit;
outUnit.componentFlags = 0;
outUnit.componentFlagsMask = 0;
outUnit.componentType = kAudioUnitType_Output;
outUnit.componentSubType = kAudioUnitSubType_DefaultOutput;
outUnit.componentManufacturer = kAudioUnitManufacturer_Apple;
AUNode outPutNode;
AUGraphNewNode(mainGraph, &outUnit, 0, NULL, &outPutNode);
AUGraphInitialize(mainGraph);
}

-(void)createSubGraphForTrack: (MusicTrack)track
{
ComponentDescription synth;
synth.componentFlags = 0;
synth.componentFlagsMask = 0;
synth.componentType = kAudioUnitType_MusicDevice;
synth.componentSubType = kAudioUnitSubType_DLSSynth;
synth.componentManufacturer = kAudioUnitManufacturer_Apple;
AUNode synthNode;
AUGraphNewNode(mainGraph, &synth, 0, NULL, &synthNode);

[self setInternalReverbForSynthNode: synthNode isOn: NO ];

AUNode outPutNode;
AUGraphGetIndNode(mainGraph, 0, &outPutNode);
AUGraphConnectNodeInput(mainGraph, synthNode, 0, outPutNode, 0);
MusicTrackSetDestNode(track, synthNode);
Boolean update;

AUGraphUpdate(mainGraph, &update);
AUGraphInitialize(mainGraph);
}
Craig Bakalian
www.eThinkingCap.com
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