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Re: coreaudio in cocoa/objC/objC++/c++
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Re: coreaudio in cocoa/objC/objC++/c++


  • Subject: Re: coreaudio in cocoa/objC/objC++/c++
  • From: john <email@hidden>
  • Date: Fri, 3 Dec 2004 23:14:56 -0500

Hey Paul,

BTW, you can use the refcon parameter in the callback function as a reference to an object. What I do is just immediately call a method in my class from the C callback using the object and do the work there - it almost feels seem-less :)

-- John


I am using C++ so I can take an OOD approach to the
design of my digital sound renderers and filters. As
the callback has to be as a C function or C++ method I
am choosing c++ so I can design OOD classes and use
OOD techniques for the design of the code that renders
the sound data. For example I have class sets of
different random number generators, so instead of
having to write a different C callback for eachtype of
random number or provide a bunch of case statement I
can provide an object.





And its not that the code is messy its more work to
keep it from being messy and as I said I keep
duplicating new classes I create as I keep needing
things for c++ as I come up with new ideas.

I think resorting to C for callbacks is even worse as
just removes being able to do any OOP in the
callbacks. What is it the 1970s. (sorry for the
scarcasm:-)


And I would prefer it if I could keep it all in just objC.


Is this any more clear. Apart from this small gripe (its not that big a headache) I am pretty happy with core audio.


thanks paul

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