Re: Audio Units - newbie questions
Re: Audio Units - newbie questions
- Subject: Re: Audio Units - newbie questions
- From: William Stewart <email@hidden>
- Date: Tue, 11 Oct 2005 12:51:35 -0700
On 11/10/2005, at 12:16 AM, Muon Software Ltd - Dave wrote:
Bill
Thanks for your response, my comments in the text below:-
I'd probably just create the AU with the 4 outputs, all stereo, and
leave it at that. You should then also accept a mono or stereo output
on any of the outputs.
So in the constructor I pass in 0 inputs, 4 outputs, and leave it
at that?
do I need to check what outputs and buffers I have been given in
Render?
In render you are told which output bus you are rendering for.
do you have any example code I could look at for that?
Not really just yet - but this something we're doing a bit of work on
at the moment. In the meantime, feel free to ask questions.
That's incorrect - it calls Initialize everywhere - You can easily
see this if you use the DebugDispatcher AU in the SDK and run it
through auval.
It isn't hitting breakpoint in Initialize, and my implementation
sets a bool
flag to say it has been called which I evaluate in Reset and other
functions. This flag is false during the first call to Initialize.
Are you sure you are overiding this properly? Try adding a printf to
the Init call in AUBase. What's Reset got to do with this?
AudioUnitInitialize -> AUBase::DoInitialise - which calls the virtual
Initialise method
AudioUnitUninitialize -> AUBase::DoCleanup - which calls the virtual
Cleanup method
That's not mandatory. In fact, all of the mandatory properties are
fully supported in AUBase, so subclasses are only required to
support the features that they want to add.
Where are the Apple-defined properties (<64000) documented?
/Developer/Examples/CoreAudio/Documentation
There are also some comments in <AudioUnit/AudioUnitProperties.h>
optional
Are scheduled parameters and slice based rendering easy to
implement if I
did decide I wanted to go there? any example code around?
Another one for us to look at - the implementation is in AUBase - and
AUEffectBase will schedule params
Bill
Regards
Dave
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