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Re: AudioUnit and UI pointers
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Re: AudioUnit and UI pointers


  • Subject: Re: AudioUnit and UI pointers
  • From: Art Gillespie <email@hidden>
  • Date: Sat, 15 Nov 2003 17:30:42 -0500
  • Mail-followup-to: email@hidden

The way I handle this is to create a custom AU property for the
controller's pointer and get at it via AudioUnitGetProperty.

However, if you have the luxury, I would re-write your controller to
abstract out the Component Manager interface on the client side rather than
tightly couple it to your AUBase-derived implementation (i.e.
AudioUnitSetProperty/AudioUnitGetProperty, parameter listeners, etc.)

Using the pointer trick violates the encapsulation inherent in the
Component Manager-based AU architecture, and even though it's the
quicker solution initially with regards to implementation, becomes
unwieldy and harder to maintain over time (I speak from some experience
;)).

Best,

Art
>>0xBA

On Sat, Nov 15, 2003 at 10:42:44PM +0100, Mark's Studio wrote:
> Sorry if this is a bit basic C++
>
> I have a MusicDevice MusicDeviceBase, and a MyCustomEditView
> AUCarbonViewBase ,
>
> In the MusicDevice i have
>
> SampleEffectCocoaUI* SampleEffectUnit::GetCocoaInstance(){
> return cocoaController;
> }
<snip>
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References: 
 >AudioUnit and UI pointers (From: "Mark's Studio" <email@hidden>)

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