Re: Audio Unit synth how-to
Re: Audio Unit synth how-to
- Subject: Re: Audio Unit synth how-to
- From: William Stewart <email@hidden>
- Date: Fri, 6 May 2005 17:12:41 -0700
Oh, and there's nothing you can do as an AU to change this - the
scheduling is the responsibility of the caller - you as an AU, just
need to make sure you honour the sample offsets if they are provided
to you.
Bill
On 06/05/2005, at 3:26 PM, Chris Rogers wrote:
Have a look at the inStartFrame argument to the HandleNoteOn() method.
This gives a sample-frame offset where the note should start during
the
current render buffer. It is normal and correct that you should see
HandleNoteOn() and Render() being called in the same thread.
At the start of every render cycle, notes and parameter changes are
scheduled,
then your Render() method is called to synthesize the results for
that time slice....
Chris Rogers
Core Audio
Apple Computer
On May 6, 2005, at 3:18 PM, h wrote:
I am writing an Audio Unit synth based on the MusicDeviceBase
class in
the CoreAudio examples.
What I am finding is that HandleNoteOn() and Render() are being
called
on the same thread (checked using pthread_self()). Obviously, this
causes note on/off events to be made only between calls to Render().
This allows accuracy of only +/- 1024 or 512 samples, depending on
the
number of frames requested.
How do I make the calls to HandleNoteOn/HandleNoteOff come in on the
appropriate thread, and how do I make sure that the notes are turned
on/off in a sample-accurate matter (presumably I need to check before
processing each sample in Render())? Is it something to do with the
inStartFrame parameter to HandleNoteOn/Off?
Is there an example of a sample-accurate midi synth audio unit?
Thanks,
Hamish
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