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Re: Scheduling ramp parameters
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Re: Scheduling ramp parameters


  • Subject: Re: Scheduling ramp parameters
  • From: William Stewart <email@hidden>
  • Date: Wed, 12 Jul 2006 10:56:43 -0700


On 11/07/2006, at 1:36 PM, Bjorn Roche wrote:

Hey all,

I have an AU host app that works fine with non-ramp-able parameters. However, I recently tried my first plug-in that actually supports ramp-able parameters, Audio Ease's Altiverb 5 (anybody know any more?). When I try scheduling parameters with that, it either ignores the transition or produces a loud noise. In Ableton Live it works fine. I have two suspicions about why this might be:

1. Instead of lumping all my scheduling together and making one call to AudioUnitScheduleParameters(),
Yes, this is expected

I am making a number of calls with only one AudioUnitParameterEvent per call, like this:

AudioUnitScheduleParameters( audioUnit, &ape, 1 );
this is ok too.


I know this is inefficient, but I understood it to not be wrong. Is it? I plan to go back later and clean that up, but for now it makes my code much more straightforward.



2. I am scheduling the parameters right before my own render call, rather than in the pre-render notification. It has been suggested on this list that the best place to schedule parameters is in the prerender notification, but I don't see how it could be an issue as long as I do it right before the render and from within the same thread.

If the AU does something to clear this state between your call to AudioUnitRender and its call to your pre-render, then this doesn't work of course. You should also bare in mind that the AU's only thread context for doing work is the call the host makes to AudioUnitRender. The suggested guideline is to schedule these activities in the pre-render notification for this reasons.


Bill

My code does something like this:

loop while there are more events to schedule:
  setup scheduling stuff for one audio unit parameter event
  AudioUnitScheduleParameters( audioUnit, &ape, 1 );

AudioUnitRender( audioUnit,
                &ioActionFlags,
                &timeStamp,
                0,
                chunksize,
                audioBufferList );

that should be fine, too, right? I am, after all, in the same thread and there's no chance of a render going on while I am scheduling. I am not relying on an AUGraph or anything like that. I shouldn't really NEED to create a separate function for pre-render notifications, but is it possible that an Audio Unit might not work correctly without the scheduling happening there?

Thanks for the help,

	bjorn

-------------
Bjorn Roche
Check out my CD Mastering Software
for Mac OS X : http://www.xowave.com


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