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Re: multiple AUs in a bundle
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Re: multiple AUs in a bundle


  • Subject: Re: multiple AUs in a bundle
  • From: Cesare Ferrari <email@hidden>
  • Date: Thu, 2 Jun 2005 19:43:22 +0100

A related question - has anyone got an example of how to dynamically register AUs for a given executable at runtime? I've got a modular design and would like it to read installed synths from some suitable resources directory and declare them to as separate instruments/effects from within one AU executable.

I'm sure this has been covered before, but I can't find it in my archive of AU messages....

Cesare

On 2 Jun 2005, at 3:29 am, Urs Heckmann wrote:

Hiya,

You can even use the same EntryPoints for each AU. Just fetch the ComponentDescription in your constructor so your component knows which of your plugins it is ;-)

Filterscape uses this to avoid code redundancy. It has exactly 3 EntryPoints: One for AUMidiEffect, one for MusicDevice and one for AUCarbonView. I've attached its resource file below.

Cheers,

;)  Urs

Am 02.06.2005 um 02:56 schrieb William Stewart:

Just define the multiple AU's in the .r file, your .exp should have the exports for each AU and compile all your code.

Bill

On 31/05/2005, at 1:29 PM, Os wrote:

Hi,

can anyone tell me how to include multiple AUs in one executable, like the Reaktor or Pluggo components do?

Right now my plugs are structured much as the sample AU projects, which are all single AU per bundle.


cheers, os.

email@hidden
http://www.collective.co.uk/

#include <AudioUnit/AudioUnit.r> #include <AudioUnit/AudioUnitCarbonView.r>


// _______________________________________________________________________ _____
// component resources for Audio Unit
#define RES_ID 1000
#define COMP_SUBTYPE 'AMEQ'
#define COMP_MANUF 'UHfX'
#define COMP_TYPE 'aumf'
#define VERSION 0x00010100
#define NAME "u-he: Filterscape"
#define DESCRIPTION "AudioModulesAU"
#define ENTRY_POINT "AudioModulesAUEntry"


#include "AUResources.r"

#define RES_ID			1100
#define COMP_SUBTYPE	'FSVA'
#define COMP_MANUF		'UHfX'
#define COMP_TYPE		'aumu'
#define VERSION			0x00010100
#define NAME			"u-he: FilterscapeVA"
#define DESCRIPTION		"AudioModulesMD"
#define ENTRY_POINT		"AudioModulesMDEntry"

#include "AUResources.r"

#define RES_ID			1200
#define COMP_SUBTYPE	'FSQ6'
#define COMP_MANUF		'UHfX'
#define COMP_TYPE		'aumf'
#define VERSION			0x00010100
#define NAME			"u-he: FilterscapeQ6"
#define DESCRIPTION		"AudioModulesAU"
#define ENTRY_POINT		"AudioModulesAUEntry"

#include "AUResources.r"




// _______________________________________________________________________ _____
// component resources for Audio Unit Carbon View
#define RES_ID 2000
#define COMP_TYPE 'auvw'
#define COMP_SUBTYPE 'AMEQ'
#define COMP_MANUF 'UHfX'
#define VERSION 0x00010100
#define NAME "u-he: AudioModulesView"
#define DESCRIPTION "AudioModulesAU"
#define ENTRY_POINT "AudioModulesAUViewEntry"


#include "AUResources.r"


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  • Follow-Ups:
    • Re: multiple AUs in a bundle
      • From: William Stewart <email@hidden>
    • Re: multiple AUs in a bundle
      • From: Antoine Misout <email@hidden>
    • Re: multiple AUs in a bundle
      • From: Marc Poirier <email@hidden>
References: 
 >Re: multiple AUs in a bundle (From: William Stewart <email@hidden>)
 >Re: multiple AUs in a bundle (From: Urs Heckmann <email@hidden>)

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