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Multi-bus rendering
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Multi-bus rendering


  • Subject: Multi-bus rendering
  • From: Assaf Dar <email@hidden>
  • Date: Wed, 10 Sep 2008 19:35:24 +0300

Hi!


Ive been trying to get multiple busses to work for me with no success : ( ive been digging and looking. and would be glad to get any help on the matter :)


I am inheriting the AUMidiEffectBase and for the moment, just for testing i am returning a BusWritable as false, and initialising aubase with 2 input busses and 4 output busses - thus forcing auval to check out my busses (?)
here is what i have been doing:


1) I tried implementing in Render()

				AUInputElement *input = GetInput(i);
				input->PullInput(ioActionFlags, inTimeStamp, i, nFrames);
				AudioBufferList &inputBufferTemp = input->PrepareBuffer(nFrames);

Where i = buss count.

on the first bus i get the data and its all fine, on the second bus i always get a pointer to 0.
so i gather that render() only gets one bus each time


2) I tried Overwriting RenderBus() and noticed it only renders bus 0 each time (!)

also what happens if i have a different bus count for the i/o? (2busses in 8 or 16 out)?

is there a way to just receive pointers to all of the busses "at once" (with a for loop)?
or does the host provide with pointers only when it initializes a buss?
and in that case, i should probably make a dummy module that gives a pointer to silence instead of those zero pointers?


Help! :>
Best Regards,
Assaf

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