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Re: AudioUnit/MusicDevice example without the SDK
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Re: AudioUnit/MusicDevice example without the SDK


  • Subject: Re: AudioUnit/MusicDevice example without the SDK
  • From: "Mark's Studio" <email@hidden>
  • Date: Thu, 13 Nov 2003 10:30:07 +0100

"Audio Units are created when a Component with appropriate type,
subType and manufactureID is opened.
In the underlying implementation this will create a C++ object -
the open component calls can viewed as the basic allocation of the
unit's basic resources."

I am a bit confused about the whole AudioUnit thing.

If i look at AudioUnit.Framework headers files
it look like there are some 20 C functions / callbacks.

Is the AUPublic SDK a wrapper around both the Component Manager,
and the AudioUnit.Framework?

Would it not be possible to make a AudioUnit component,
that just implemented the functions in the AudioUnit.Framework?

And where does all the C++ fit in this?




On 12/11-2003, at 23:34, Marc Poirier wrote:

> On Wed, 12 Nov 2003, Mark's Studio wrote:
>
>> Are there any examples of an AudioUnit or MusicDevice not using the
>> SDK
>> ?
>
> I'm not sure how helpful it would be, but you could try looking at some
> general Component example code. You'll usually find that stuff with
> the
> QuickTime docs/SDK/etc. I haven't seen any specifically AU, but AUs
> are
> Components, and that's the level that you'll be dealing with if you
> don't
> use the AU SDK. You could look at files like ComponentBase.*,
> AUDispatch.*, AUCarbonViewDispatch.cpp, etc. to see examples of some of
> the "glue" that you'll need to interpret the Component selector calls,
> and
> how they can be handled.
>
> Marc
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>
Peter Mark

Mark's Recording Studio A/S
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