Re: AudioUnit/MusicDevice example without the SDK
Re: AudioUnit/MusicDevice example without the SDK
- Subject: Re: AudioUnit/MusicDevice example without the SDK
- From: Marc Poirier <email@hidden>
- Date: Thu, 13 Nov 2003 10:18:48 -0600 (CST)
On Thu, 13 Nov 2003, Mark's Studio wrote:
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"Audio Units are created when a Component with appropriate type,
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subType and manufactureID is opened.
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In the underlying implementation this will create a C++ object -
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the open component calls can viewed as the basic allocation of the
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unit's basic resources."
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I am a bit confused about the whole AudioUnit thing.
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If i look at AudioUnit.Framework headers files
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it look like there are some 20 C functions / callbacks.
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Is the AUPublic SDK a wrapper around both the Component Manager,
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and the AudioUnit.Framework?
Yes.
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Would it not be possible to make a AudioUnit component,
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that just implemented the functions in the AudioUnit.Framework?
No, you need to implement the Component interface, too.
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And where does all the C++ fit in this?
Programming convenience. :) It works pretty well for a plugin SDK,
because you can make base classes that implement lots of the functionality
that every plugin will need, and then you can simply inherit from those
classes in your own classes and then only have to implement the things
that are unique to your plugin. That's the basic idea.
Marc
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