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Re: PostConstructor vs Initialize (AU's built-in Parameter Implementation)
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Re: PostConstructor vs Initialize (AU's built-in Parameter Implementation)


  • Subject: Re: PostConstructor vs Initialize (AU's built-in Parameter Implementation)
  • From: Urs Heckmann <email@hidden>
  • Date: Fri, 30 Jan 2004 01:40:41 +0100

Am Donnerstag, 29.01.04 um 20:34 Uhr schrieb William Stewart:

To my mind this is a far better mechanism, as it also
avoids you having to both:
(a) write a parameter mechanism yourself (even if that is something as
simple as member variables in your AU class)
(b) Having done (a), you'd also then need to over-write the
Save/Restore methods of AUBase to save and restore your parameter
variables to/from an AUPreset dictionary.

The supposed optimisation of (a) above I think can best be
characterised by the observation "Premature optimisation is the root of
all evil" :)

Hehe, evil calling here 8-))

How would you change some complex, rarely changing internal states (i.e. filter coefficient calculation or getting callbacks for the correct oscillator module, whatever) outside Render() then? - To be precise, if one doesn't overwrite SetParameter(), the first time the AU becomes aware of a parameter change is upon render call, right? (Please correct me if I'm wrong...)

If your implementation is only aware of parameter changes when rendering, you end up with a lot of if( parameter_x != parameter_x_as_of_last_time ){ // do expensive stuff; } at the beginning of each render call (can be costy even if branches are not taken), or, if you install a ParameterListener (which would be even more evil due to possible synchronisation problems), you could as well overwrite...

Doesn't necessarily have to be this way, but in my 500+ parameter monsters it is... 8-))

Wouldn't an implementation like this be un-evil enough:

ComponentResult myFunnyAU::SetParameter(AudioUnitParameterID inParamID, AudioUnitScope iScope, AudioUnitElement iElem, Float32 rValue, UInt32 iSchedule)
{
// Search for special cases
if (iScope==kAudioUnitScope_Global && iElem==0)
{
switch ( inParamID )
{
case mySeriousCalculationParam1: doThatStuff1(); break;
case mySeriousCalculationParam 2: doThatStuff2(); break;
case mySeriousCalculationParam 3: doThatStuff3(); break;
...
case mySeriousCalculationParamN: doThatStuffN(); break;
}
}
return AUBase::SetParameter( inParamID, iScope, iElem, rValue, iSchedule);
}

... still better than having to do serious calculation each render call, or N if()s...

Cheers,

;) Urs


urs heckmann
email@hidden
www.u-he.com <- Zebra Audio Unit
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