Re: AudioUnit and UI pointers
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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