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Re: Help using AUGraph inside AUEffectBase
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Re: Help using AUGraph inside AUEffectBase


  • Subject: Re: Help using AUGraph inside AUEffectBase
  • From: William Stewart <email@hidden>
  • Date: Wed, 28 May 2008 11:50:56 -0700


On May 27, 2008, at 6:05 AM, Andrew Leininger wrote:

I have an idea for an effect where the desired sound is achievable by using existing Audio Units in series. I'd like to collapse these Audio Units into one effect unit. From the user's point of view, to get the desired sound, the user can simply load this one Audio Unit rather than many in series. From my point of view, I'd like to leverage all the setup of the AUEffectBase Xcode template, and the AUGraph facility to wire together the existing Audio Units.

So far, I've been able to use AUGraph in a standalone application, implementing a portion of the desired effect. I've tried to move that code into an AUEffectBase project, where I have the AUGraph setup in my sub class' constructor, but I can't figure out how to route audio into the graph. I've tried to override The AUKernelBase's Process() method, the AUEffectBase's ProcessBufferLists() and Render() methods, in each case trying to use AudioUnitRender() on the graph's output unit, all without success. Also, I can't see how to use AUGraphAddRenderNotify().


You'd need to override either ProcessBufferLists or Render - you can't use kernels to do this.


I presume you have a graph which is using the Generic Output unit - so, that output format of that unit has to match the output format of your hosting audio unit. Then at the top end of your graph you have to wire it back into your hosting unit to get the input...

That's about all I can tell you from the email.

Bill

I greatly appreciate any assistance and comments, and I'll gladly provide more info as needed.

Andrew

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References: 
 >Help using AUGraph inside AUEffectBase (From: Andrew Leininger <email@hidden>)

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