Re: Emagic porting SDK
Re: Emagic porting SDK
- Subject: Re: Emagic porting SDK
- From: "Peter from LinPlug" <email@hidden>
- Date: Fri, 12 Sep 2003 17:48:55 +0200
Ok, I checked a lot of things and thats what I found:
>
> Did you make a .r file for the Component resource stuff?
>
>
Not really, honestly not at all.
After opening my eyes I noticed there is one in the SDK, however,
I had no chance to check if these cryptic stuff is adequate, more later
>
> Do you have your extry points defined or settings set up in some way that
>
> they are being exported properly (not knowing what compiler you're using,
>
> it's hard to be more specific)? You can try running:
>
> nm -g <your-bundle-executable>
>
> replacing <your-bundle-executable> with the full path to the exectubable
>
> in your bundle (blah.component/Contents/MacOS/blah like that). Look for
>
> items marked with T before them and look for the names of your entry
>
> points.
thats what I found:
T_main_macho
T_ CVST2AUPluginEntry
T_ CVST2AUViewEntry
>
> Along those same lines, did you use the COMPONENT_ENTRY macro for each
>
> component's entry point?
Looks like this, there is something that looks like its doing the job in the VST2AUPlugin.cpp
and VST2AUView.cpp files of the sdk, so probably one for processing and one for gui,
could be ok, a bit of documentation from Emagic would have helped,
>
#include "AudioUnit.r"
>
>
#define RES_ID 3000
>
#define COMP_TYPE kAudioUnitType_Effect
>
#define COMP_SUBTYPE 'boof'
>
#define COMP_MANUF 'LinP'
>
#define VERSION 0x00010000
>
#define NAME "LinPlug: Thingy"
>
#define DESCRIPTION "super duper thingy from LinPlug"
>
#define ENTRY_POINT "YourClassNameEntry"
>
#include "AUResources.r"
Regarding the .r file: the Emagic stuff looks completely different,
I can identify similarities, however, they somehow have another format
like (taking your example values where I could identify what belongs where):
resource 'thng' (1000, "VST2AUResource", locked)
{
'aumu',
'boof'
'LinP',
0,
0,
and so on lots of values and substructures, clearly something to read
before you go to sleep ;-)
>
(with everything past the first #include repeated for each component, like
>
a GUI component or whatever else is in the bundle)
yep, is in a second time
>
But just use the proper values for stuff, make sure that the RES_ID
>
changes by at least 2 for each component,
Well, actually its a bit hard to identify this in the sdk, I just hope
Emagic knew what they did and its ok ...
>
use a different subtype for
>
every AU that you make for a given type,
? Didn't get this,
>
make sure you're using your own
>
registered creator code for COMP_MANUF,
Yep, did so
>
make sure that you keep your
>
VERSION value up to date and in sync with your overridden
>
AUBase::Version() implementation, etc.
You mean ComponentBase::Version() ? Or am I on the wrong track ?
Seems this is not addressed in the sdk
Best regards
Peter
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