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Custom Audio Units on the iPhone
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Custom Audio Units on the iPhone


  • Subject: Custom Audio Units on the iPhone
  • From: "Pierre Zeeman" <email@hidden>
  • Date: Tue, 25 Nov 2008 20:16:10 +0000

Bill,


On Mon, Nov 24, 2008 at 11:13 PM, William Stewart <email@hidden> wrote:

So, for iPhone what you would do is:

Create a graph that is a mixer unit connected to an output unit. Each input to the mixer is going to be a render callback. So, in this instance it is very similar to the default output example, except that now you have many potential inputs and the ability to mix them, control their volume, their pan/location (depending on which mixer you use).

The documentation is a little thin on the ground here (I find it strange that the otherwise comprehensive TN2112 makes no mention of the input(s) to the 3dmixerAU).  So, am I correct in thinking that we should call
AudioUnitSetProperty( <mixer unit>,  kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, <AudioUnitElement>, <AURenderCallbackStruct>, sizeof(<AURenderCallbackStruct>))
for each render callback we wish to add to the mixer in question?  And, also, that the <AudioUnitElement> here will be the bus number of the mixer that we wish to add the callback to?  So, by analogy with a mixing desk, each callback is an audio source (file player, generator, what have you) that we are connecting a particular channel in the mixer. 

If I understand your reply here correctly, it's not possible to have those sources themselves be on an audio graph: one couldn't feed the output of a source into the input of another and then send that to the mixer unit.  Any serial processing must occur entirely within each callback.  Or do I have this wrong?

Thanks and regards,

Pierre

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References: 
 >Custom Audio Units on the iPhone (From: Thomas Zoechling <email@hidden>)
 >Re: Custom Audio Units on the iPhone (From: William Stewart <email@hidden>)

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