Re: How to keep view and audio unit aware of each other
Re: How to keep view and audio unit aware of each other
- Subject: Re: How to keep view and audio unit aware of each other
- From: Brent Lehman <email@hidden>
- Date: Sun, 1 Feb 2009 15:34:35 -0800 (PST)
Sorry Robert, I accidentally hit reply in my last message instead of forwarding back to the list. I don't presume that you're my personal assistant.
--- On Sun, 2/1/09, Robert Fehse <email@hidden> wrote:
> > > Theoretically Brian is right, and for simple 8 knob plugins this
> > > will work, but in reallife there are many problems which can't be
> > > solved via pure property communication.
> >
> > That's what I figured, especially for our project.
> >
> > > You can request a pointer to your engine when your gui is created,
> > > then you can do your own construction/deconstruction checking.
> >
> > Can I do the inverse -- get a pointer to a gui when the engine is
> > created?
>
> Not as far as i know. And i really have my doubt that there
> is a situation where there is a view without a engine.
That's what we were hoping, but as you'll see below, things have turned out differently.
> > > I wonder in which circumstances GB is deleting the engine but not
> > > the view ?
> >
> > When the audio device changes, GarageBand reinitializes CoreAudio and
> > restarts our engine. There's no need to restart the view.
>
> I don't believe that GB is really deleting your engine. There is just no
> reason doing it. Maybe you have some automatism that deletes your kernel
> when some bus configuration changes or so. Did you set breakpoints in
> your deconstructors of your view and engine ?
Yes, I just checked again. Our unit component is receiving a kComponentCloseSelect but our view component isn't. Our view component *does* get the kComponentCloseSelect when I close the editor window manually.
> For my plugins a view can't exist without an engine.
>
> I'll have a look at GB when i have time and analyse the
> driverchange behavior.
Thanks a lot for your help so far.
> Best,
> Robert
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