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: Tommy Schell <email@hidden>
- Date: Wed, 24 Nov 2004 14:01:42 -0700
Jeff,
Thanks for responding, I didn't see the response til today, as I only
get the bulk mailing.
If I went for a kernel based driver, does it present a problem that my
Firewire driver is in user space?
Would I be able to easily communicate from my Firewire driver (as a
thread within the vdig or vout components)
with the kernel based CoreAudio driver via a user client, and pass data
or data pointers back and forth?
Would this be the best approach, to communicate through a user client?
And then I suppose a good place to start would be Phantom Audio Driver?
Thanks again, Tommy
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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