Multi-bus rendering
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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