Re: coreaudio in cocoa/objC/objC++/c++
Re: coreaudio in cocoa/objC/objC++/c++
- Subject: Re: coreaudio in cocoa/objC/objC++/c++
- From: paul webb <email@hidden>
- Date: Fri, 3 Dec 2004 20:30:42 -0800 (PST)
john,
thanks.
can the object be an ObjC object??
paul
--- john <email@hidden> wrote:
> 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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