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Re: Directly Calling Render On An Audio Unit
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Re: Directly Calling Render On An Audio Unit


  • Subject: Re: Directly Calling Render On An Audio Unit
  • From: email@hidden
  • Date: Fri, 6 Apr 2007 21:44:37 -0700 (PDT)

That's exactly what I'm looking for.  I knew it existed.  Couldn't dig it
out of my memory.

Thanks for the info, Chris.  Much appreciated.

-Xi

> On Apr 6, 2007, at 9:59 PM, email@hidden wrote:
>>
>> I have a simple AUGraph (composed of a generator AU I wrote, and a
>> couple
>> of processing AUs) which is functioning to provide audio data to the
>> default output AU.
>>
>> Now, what I'd like to do, in order to provide audio data to another
>> system altogether, is to directly call the Render() method of my
>> last AU
>> in the chain
>> before the output unit, or perhaps on the AUGraph itself.
>>
>> I know I can get the AudioUnit I'd like to target for the Render()
>> call
>> from the AUNode of the graph.  Where from here?
>
> Hi Xi,
>
> You should just be able to use AudioUnitRender on the unit:
>
> ComponentResult AudioUnitRender(
>     AudioUnit                     theUnit,
>     AudioUnitRenderActionFlags*   ioActionFlags,
>     const AudioTimeStamp*         inTimeStamp,
>     UInt32                        inOutputBusNumber,
>     UInt32                        inNumberFrames,
>     AudioBufferList*              ioData
> )
>
> Hope that helps,
> Chris
>


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References: 
 >Directly Calling Render On An Audio Unit (From: email@hidden)
 >Re: Directly Calling Render On An Audio Unit (From: Christopher Ashworth <email@hidden>)

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