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RE: Cocoa IN Audiounit
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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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