Re: getting started with CoreAudio plugin for Final Cut Pro
Re: getting started with CoreAudio plugin for Final Cut Pro
- Subject: Re: getting started with CoreAudio plugin for Final Cut Pro
- From: Jeff Moore <email@hidden>
- Date: Tue, 23 Nov 2004 13:10:12 -0800
On Nov 23, 2004, at 1:01 PM, Tommy Schell wrote:
Hi,
I'm wondering if someone can give advice on getting started with a
CoreAudio plugin.
I have 4 channel 24 bit audio coming in over Firewire, which I receive
via a user space Firewire driver.
My Firewire drivers are threads in Quicktime vdig and vout components.
I can separate out the audio, and then I need to pass the audio to and
from Final Cut Pro.
I have been told that I need to write a CoreAudio plugin that works
with the Audio HAL as an input and output to accomplish this task.
I have looked through Technical Note 2091 and some of the other
documentation.
A kernel driver is the best thing to write in terms of compatibility,
conformance, and ease of development. Writing a user-land driver is
much harder as you are responsible for all the behaviors the HAL
provides for free to kernel-based drivers.
Is there sample code which is a good starting point for what I need to
do?
No. The only docs are in <CoreAudio/AudioHardwarePlugIn.h>
Is it possible to handle the audio as a thread within Quicktime
components, or does a plugin need to be a separate process located
in the plugins folder?
The thread you use to call IOProcs can be any thread you wish to use
provided you can deliver the data on time with accurate time stamps.
If a CoreAudio plugin needs to be a separate process, how do my
Quicktime components or Firewire threads communicate with and pass
data to and from the plugin?
A user-land driver is a CFPlugIn that the HAL loads into every process.
How you manage communication between your HAL plug-in and the rest of
your stack is entirely in your hands.
--
Jeff Moore
Core Audio
Apple
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