RE: Cocoa IN Audiounit
RE: Cocoa IN Audiounit
- Subject: RE: Cocoa IN Audiounit
- From: Michael Hopkins <email@hidden>
- Date: Wed, 11 May 2005 13:41:31 -0700
Jeremy,
When you open your AU, it will load your cocoa bundle and your cocoa
classes will be added to the runtime's namespace. As a plugin, you
MUST name your classes and notification names uniquely. It is your
responsibility to avoid namespace collision with your host. As Bill
pointed out, there are many ways of naming your classes to prevent
this problem. Generally, we recommend that you incorporate your
manufacturer name or signature as well as the name of your au (if you
plan on ever shipping more than one).
As an example, if you were writing a vocoder plugin for ACME
corporation, you could preference your classes with AcmeVocoder_.
Thus you would have:
AcmeVocoder_View
AcmeVocoder_Controller
etc.
By using the underscore and a consistent prefix, it is easy to
visually differentiate the files. I don't recommend using just a two
character prefix because this may not be enough to guarantee uniqueness.
Hope this helps,
-Michael
On May 11, 2005, at 12:50 PM, Jeremy Jurksztowicz wrote:
Hello,
So I have figured out that most of the problems have come from my
app trying to load Cocoa classes from the audio unit, that already
exist in the cocoa app. But the problem is, It happens even if my
app does not initialize the AU, only opens it. So basically my app
and it's audio unit version cannot be on the same system! This is
not an option, so my question is, how do I fix this? Renaming all
the cocoa classes for my plugin IS an option, however will this
work? Is it a good idea? Or perhaps extracting all the shared
classes into a framework? Any suggestions?
Jeremy J
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