Re: Help using AUGraph inside AUEffectBase
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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