• Open Menu Close Menu
  • Apple
  • Shopping Bag
  • Apple
  • Mac
  • iPad
  • iPhone
  • Watch
  • TV
  • Music
  • Support
  • Search apple.com
  • Shopping Bag

Lists

Open Menu Close Menu
  • Terms and Conditions
  • Lists hosted on this site
  • Email the Postmaster
  • Tips for posting to public mailing lists
Re: renderprocs - some simple questions
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: renderprocs - some simple questions


  • Subject: Re: renderprocs - some simple questions
  • From: "Andrew wulf" <email@hidden>
  • Date: Mon, 12 Nov 2007 19:26:02 -0600

ComponentResult AudioUnitAddRenderNotify(
   AudioUnit         ci,
   AURenderCallback  inProc,
   void*             inProcRefCon
)

has no place to specify an input bus. I was putting this on the
3dmixer. I never get notification on anything but bus 0.

On Nov 12, 2007 1:48 PM, William Stewart <email@hidden> wrote:
> No but you have just installed your render proc on input 0 I suspect. The
> intention here is that you have to explicitly install the render callback on
> each input that you want to actually provide input for.
>
>
> Bill
>
>
> On Nov 10, 2007, at 2:12 PM, Andrew Wulf wrote:
>
>
> I have setup
>
> 128 inputs -> 3dmixer -> defaultoutput
>
> and installed a renderNotifyProc
>
> (1) why is it calling my renderNotifyProc with inBusNumber=0 only ? I set
> the buscount with
>
>
>
>   UInt32 size = sizeof(UInt32);
>   UInt32 busCount = 128;
>   err = AudioUnitSetProperty ( mMixer3d,
>                               kAudioUnitProperty_BusCount,
>                               kAudioUnitScope_Input,
>                               0,
>                               &busCount,
>                               size);
>
> I set the bus count right before AUGraphInitialize(). Is this the wrong
> time?
> I want to use the prerender notification to install the renderproc for that
> bus (if I'm ready to play that sound). I guess I'm fuzzy on when it will
> call PreRender.
>
> (2) Once I install a renderProc, how do I signal CA that it should stop
> calling the renderproc and call the renderNotifyProc
> kAudioUnitRenderAction_PostRender? Or for that matter how does it know it
> should keep calling me for that bus (if I need multiple slices)?
>
> The documentation and examples all seem to be less than clear on these two
> questions. Most of the examples seems to be one shot sound players (I need
> for example to stop a sound when the game says to in mid render) or openal,
> which is pretty ugly as an example.
>
> FYI all of my sounds are in the correct format and in RAM so all I need to
> do is copy in the supplied buffers.
>
> - andrew
> wwiionline.com
>
>  _______________________________________________
> Do not post admin requests to the list. They will be ignored.
> Coreaudio-api mailing list      (email@hidden)
> Help/Unsubscribe/Update your Subscription:
>
> This email sent to email@hidden
>
 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:

This email sent to email@hidden

  • Follow-Ups:
    • Re: renderprocs - some simple questions
      • From: William Stewart <email@hidden>
References: 
 >renderprocs - some simple questions (From: Andrew Wulf <email@hidden>)
 >Re: renderprocs - some simple questions (From: William Stewart <email@hidden>)

  • Prev by Date: Re: Can't Read the Audio Units(AULab 2.0)
  • Next by Date: Re: kAudioUnitProperty_PresentationLatency supported in LogicPro 7.2 and/or 8?
  • Previous by thread: Re: renderprocs - some simple questions
  • Next by thread: Re: renderprocs - some simple questions
  • Index(es):
    • Date
    • Thread