Re: AudioUnitScheduleParameters
Re: AudioUnitScheduleParameters
- Subject: Re: AudioUnitScheduleParameters
- From: Ev <email@hidden>
- Date: Mon, 11 Apr 2005 13:24:17 -0500
On Apr 11, 2005, at 1:12 PM, William Stewart wrote:
Yes - it really needs to be done BEFORE the AU begins its render cycle
- so RenderNotify is the perfect time in the sense that it is called
by the AU from the thread on which its Render method is called, and is
called just before it goes into the render method proper.
OK, got it, that makes sense.
Will it work at all if it's done in the *post* RenderNotify? I may not
know my 'playback position' until after the render (looping and what
not).
The MusicSequence API provides an event for parameter scheduling, and
it will schedule parameters to sample accurate positions (it does its
scheduling from the render notify) - so you can construct a sequence
of events and play them back at some later time - you can also add
user events, and use a callback to act on them when they are played.
I will look into this.
At some point, the calling chain will end up with a call to
AudioUnitSetParameter, so I'm not entirely sure that I understand the
distinction you are trying to make.
I'm trying to take advantage of the "ramped" capability that
AudioUnitScheduleParameter gives - and I'm doing my parameter changing
based on curves, so the resulting resolution of ramping will be much
better than stair-stepping with AudioUnitSetParameter.
Ev
Technical Knowledge Officer
Head Programmer/Designer
Audiofile Engineering
http://www.audiofile-engineering.com/
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