Re: Audio unit view communication
Re: Audio unit view communication
- Subject: Re: Audio unit view communication
- From: stiwi <email@hidden>
- Date: Mon, 14 Jun 2004 13:06:27 +0200
Hi ,
some more questions on how to share data between an view and an audio
thread.
typedef struct TimeLine
{
float leftMarkerPos;
float rightMarkerPos;
int numOfActivePoints;
int activePoint;
HIPoint points[kNumberOfPoints];
}
TimeData;
In my custom view (click / drag timeline) i create a data-set (see
above) of n values that should be used as a
lookup-table for an simple lfo or envelope. Right now the view keeps
track of the data-set so that if it needs to
redraw itself it doesn't have to pull the data from the au first. The
communication is mostly one way (view to au),
except if the data is changed by an preset and i need to refresh the
view.
After reading Marc's post i understand that the correct way is to setup
a AudioUnitAddPropertyListener
to tell my au that the view got new data and copy it to my local au
data-set and not to use pointers directly.
Is this the right way to do this kind of thing if you got big data-sets?
Do i really need two data-set? One for the view and one for the au.
Do i need to synchronize the copy in any way?
Thanks
stiwi
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