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Re: Audio Units - newbie questions
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Re: Audio Units - newbie questions


  • Subject: Re: Audio Units - newbie questions
  • From: Olivier Tristan <email@hidden>
  • Date: Wed, 12 Oct 2005 14:45:16 +0200

Muon Software Ltd - Dave wrote:

uint numOutputBusCount = Outputs().GetNumberOfElements();
uint channelSoFar = 0;
for (uint i = 0; i < numOutputBusCount ; i++)
{
    AUOutputElement *output = GetOutput(i);
    AudioBufferList &outputBufferList = output->PrepareBuffer(nFrames);
   AUBufferList::ZeroBuffer(outputBufferList);

uint channelCount = outputBufferList.mNumberBuffers;
for (uint j = 0; j < channelCount ; j++)
{
m_ptrAudioBuffers[channelSoFar+j] =
reinterpret_cast<float*>(outputBufferList.mBuffers[j].mData);
}
channelSoFar += channelCount ;
}




There's a downside to doing things this way. If a host doesn't support
multiple outputs and only gives us one bus to render onto, we'll have 6
pointers that are still null in m_ptrAudioBuffers at the end of this loop.
This is why I try to work out how many busses I've been given and come up
with a way of filling all eight pointers that I need:



Best thing would be that your plugin is aware of the current number of buses and their configuration.
Otherwise it will sound more like a hack to me.


Moreover your output menu selection should not display multiples outputs when there is only one imho.

Regards,

--
Olivier Tristan
Ultimate Sound Bank

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References: 
 >RE: Audio Units - newbie questions (From: "Muon Software Ltd - Dave" <email@hidden>)

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