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Re: ClassInfo & PresentPreset confusion
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Re: ClassInfo & PresentPreset confusion


  • Subject: Re: ClassInfo & PresentPreset confusion
  • From: Michael Kleps <email@hidden>
  • Date: Mon, 10 Oct 2005 17:03:14 +0200

I don't have ANY au_presets...

So the code you just posted basicly get the current preset (although I have none?), and then sets the "name" of in my State dictionary to the name of the preset that shouldn't exist in the first place?

I guess in my restore state I should use a similar method to restore the name then?

Could someone extend the SimSynth example with a SaveState/ RestoreState method and confirm my finding?

Regards,
    Mike

Am 10.10.2005 um 16:50 schrieb Olivier Tristan:

Michael Kleps wrote:


Hi all,

I still get the "WARNING: Preset name is not retained in retrieved class data" although I don't even have ANY presets! My plugin has no presets whatsoever, only a state which is retained perfectly via my SaveState() and RestoreState() implementation.

No property "CurrentPreset" or "PresentPreset" is ever passed to my "GetProperty" or "SetProperty" methods.

To me it seems that the AU Validation tool has a bug, warning me about an issue that doesn't exist.

Other then the afforementioned properties, is there any other method a host could use the change the preset-name?


Hi Michael,

The following code should ease your pain:

// Save the preset name
AUPreset au_preset;
if (DispatchGetProperty(kAudioUnitProperty_CurrentPreset, kAudioUnitScope_Global, 0, &au_preset) == noErr)
CFDictionarySetValue( dict, kNameString, au_preset.presetName );


Where dict is the current CFMutableDictionaryRef you are using to save your state.

Hope this helps.

--
Olivier Tristan
Ultimate Sound Bank

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References: 
 >ClassInfo & PresentPreset confusion (From: Michael Kleps <email@hidden>)
 >Re: ClassInfo & PresentPreset confusion (From: Olivier Tristan <email@hidden>)

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