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