Re: Cocoa IN AudioUnit
Re: Cocoa IN AudioUnit
- Subject: Re: Cocoa IN AudioUnit
- From: Michael Hopkins <email@hidden>
- Date: Wed, 11 May 2005 13:31:35 -0700
Jeremy,
I wonder if you are running into a cocoa namespace issue. Does the
cocoa code in your audio unit have the same class name as your
standalone application? If the names are the same, but the code is
different, your application may be using the class that is in your
plugin if it has been loaded prior. Keep in mind, that the cocoa
runtime has a flat namespace. If there are two classes loaded with
the same name, it will use whichever it finds first.
The behavior you are experiencing indicates that your Application is
using a class from your plugin instead of the one in your application.
Hope this helps!
-michael
On May 11, 2005, at 10:30 AM, Jeremy Jurksztowicz wrote:
Hello,
I have had some problems using Cocoa with my audio unit. The unit
itself holds a void* reference to a Cocoa class which is retreived
by the cocoa UI layer via a private property
kMyUnitProperty_CocoaImplementation. Now everything compiles
properly and I installed the component in ~/Library/Audio/PlugIns/
Components (or whatever), and it shows up fine after reboot. Now
the weird thing is, I have a stand alone version of my plug-in
running as a cocoa app, after installing the AU this no longer
works in any conventional way. It crashed for strange unknown
reasons, It can't find category methods (sometimes) and overall
behaves unpredictably. After removing my AU from the component
folder and rebooting (relogining), the app runs fine again. Now I
wonder what I am missing here? Does cocoa work ok with Audiounits?
The unit itself has to call some cocoa code (via a separated C++
interface with Obj-C++ implementation), and thus is linked to
Cocoa. I heard that NSApplicationLoad() is required somewhere in
the component. If so, where? Otherwise, what gives? Thank you so
much for any help, this problem has given me a few gray hairs in a
short amount of time.
Jeremy J
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