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Re: Audio Units user interface
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Re: Audio Units user interface


  • Subject: Re: Audio Units user interface
  • From: Gunnar Proppe <email@hidden>
  • Date: Thu, 9 Jun 2005 16:28:35 -0700

On Jun 8, 2005, at 1:35 PM, Simon Fraser wrote:


On Jun 8, 2005, at 1:29 pm, david tay wrote:

Are there any restrictions on what toolkits can be used to build an Audio Unit user interface?

XCode automatically assumes that the Audio Unit would be built using either Cocoa or Carbon. Could third party frameworks such as WxWidgets or Qt be used?

That would depend on what underlying UI API these toolkits were calling. wxWidgets has both Carbon and Cocoa flavors, so in that sense may be usable. I'm not sure what Qt is based on.


This, of course, assumes that it's possible to build a plugin with these toolkits. They may assume that the toolkit runs the main event loop (for custom event dispatching, for example), or that all windows in the application were created by the toolkit. This is probably true of both wxWidgets and Qt, so using them for a plugin might not work well, if at all.



I recently asked Trolltech support this very question. The answer was that you'd have to spin the event loop yourself, translating events from the callback, but that it wouldn't be easy and wouldn't necessarily work. Qt 4 won't make it easier, either.


My feeling at this point is that going this route may be more trouble than it's worth, and that going ahead and making a Carbon or Cocoa view may be easier than trying to maintain platform compatibility in your GUI code base.

I asked this question at WWDC, and someone mentioned using VST GUI for cross-platform plug-ins. I didn't get a chance to ask what he meant by this.

Gunnar

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  • Follow-Ups:
    • Re: Audio Units user interface
      • From: david tay <email@hidden>
References: 
 >Audio Units user interface (From: david tay <email@hidden>)
 >Re: Audio Units user interface (From: Simon Fraser <email@hidden>)

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