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MyVolumeUnit example.. does not 'pan'
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MyVolumeUnit example.. does not 'pan'


  • Subject: MyVolumeUnit example.. does not 'pan'
  • From: Michael Hanna <email@hidden>
  • Date: Sun, 6 Mar 2005 15:16:19 -0500

Hi all, This is from the Audio_Unit_Effect_with_Cocoa_View, the basic AU that changes the gain. I modified it so that one channel has increasing gain from 0.0 -> 1.0 and the other channel has decreasing gain from 0.0->1.0. My plan was to do output = input * (1-gain) for even samples, and output = input * gain for odd ones.

The result is that the slider has no effect on gain at all. What wrong assumptions am I making?
Michael


void MyVolumeUnit::MyVolumeUnitKernel::Process( const Float32 *inSourceP,
Float32 *inDestP,
UInt32 inFramesToProcess,
UInt32 inNumChannels,
bool &ioSilence )
{


//This code will pass-thru the audio data.
//This is where you want to process data to produce an effect.

UInt32 nSampleFrames = inFramesToProcess;
const Float32 *sourceP = inSourceP;
Float32 *destP = inDestP;
Float32 gain = GetParameter( kParam_One );
//printf("nSampleFrames %u",nSampleFrames);
while (nSampleFrames-- > 0) {
Float32 inputSample = *sourceP;
sourceP += inNumChannels; // advance to next frame (e.g. if stereo, we're advancing 2 samples);
// we're only processing one of an arbitrary number of interleaved channels
Float32 outputSample = inputSample * gain;


		if(nSampleFrames %2 == 0)
		{
			outputSample = inputSample * (1-gain);
			//printf("nSampleFrames even %u\n", nSampleFrames);
		}
		else{
			outputSample = inputSample * gain;
			//printf("nSampleFrames odd %u\n", nSampleFrames);
		}

			// here's where you do your DSP work
			//Float32 outputSample = inputSample * gain;
		//Float32 outputSample = inputSample * gain;
		*destP = outputSample;
		destP += inNumChannels;

	}
}

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