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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: paul webb <email@hidden>
  • Date: Sat, 4 Dec 2004 06:43:14 -0800 (PST)

I made a quick test and it works!!!!
I have an ObjC instance doing the rendering.

so thanks again from a happy me.
I can finally dispense with the c++ coding and
thankfully even more the ObjC++. Now I just need to
spend a week converting all my audio code from the
last few months.


paul











--- paul webb <email@hidden> wrote:

> i have been looking throught the list logs and found
> something of interest to myself and maybe others
> wishing to work with only ObjC
>
> "
> You will not avoid at least one C function in your
> code which is the audio callback, but you can
> make it very short.
>
> Maybe you could pass the id of your object through
> defptr
> and have the C audioCallback function call some
> method
> in
> your object with the right parameters :
>
> OSStatus audioCallback (AudioDeviceID inDevice,
> const
> AudioTimeStamp*
> inNow, ..., void *defptr)
> {
> id obj = (id)defptr; // though I guess id is just a
> typedef for void* so this cast should be useless...
> [defptr audioCallbackOnDevice:inDevice Now:inNow
> ...];
> }
>
> That implies the C function is compiled by the ObjC
> compiler, not in a .c file.
>
> "
>


=====
....................................................................................
http://www.fexia.com
http://www.nicetoanimals.org/
.....................................................................................



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