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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: Robert Grant <email@hidden>
  • Date: Sat, 4 Dec 2004 11:44:24 -0500

Well - just before you completely abandon C++ you should be aware that Bill and co have written quite a few C++ classes in the Public Utilities section of the example code that will probably come in useful at some point - so you may need a few .M files in the end. :-)

Best,

Robert.

On Dec 4, 2004, at 9:43 AM, paul webb wrote:


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.

"



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 >Re: coreaudio in cocoa/objC/objC++/c++ (From: paul webb <email@hidden>)

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