Re: AudioUnit/MusicDevice example without the SDK
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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