Re: Question about the IOAudioEngine::clipOutputSamples()
Re: Question about the IOAudioEngine::clipOutputSamples()
- Subject: Re: Question about the IOAudioEngine::clipOutputSamples()
- From: Jeff Moore <email@hidden>
- Date: Tue, 18 Nov 2008 17:50:48 -0800
As you can see in the AudioReflectorDriver example, overriding clipOutputSamples() is the thing to do if you aren't going to use the AudioIOFunction stuff.
If your sub-class's override of this method is not getting called in implies to me that perhaps there's something wrong with the construction of your driver. It could be something as simple as having a typo in the argument list for the method so that your override has a different signature than the base class's method (this is C++ after all, so there is nothing illegal about that).
Do any of your IOAudioEngine sub-class's methods get called?
On Nov 18, 2008, at 5:38 PM, David Tan wrote: Could you please clear my confusion? Now I want to process audio data while playing music. So I overrode the IOAudioEngine::clipOutputSamples() and get audio data from its first parameter: const void* mixBuf However, it seems that the clipOutputSamples() in my derived class would never be called. I’m totally confused of it. I don’t set AudioIOFunction in my IOAudioStream. Does the IOAudioFamily use clipOutputSamples() instead, doesn’t it? If anyone could give me some clarification of it, I’ll be very grateful. Thanks a lot! BTW, the derived IOAudioEngine and its IOAudioStream can show up in the I/O Registry. And I can see my audio engine in Sound Preference Pane.
--
Jeff Moore Core Audio Apple
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