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Choosing an AU base class
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Choosing an AU base class


  • Subject: Choosing an AU base class
  • From: patrick machielse <email@hidden>
  • Date: Fri, 20 Nov 2009 22:08:48 +0100

I'm working an a pitch shifting Audio Unit. It is based on AUEffectsBase and has been tested/working in the field for 2 years. Up until now the Audio Unit would not alter the tempo (and hence the file lenght) of the processed audio files. I believe that this made it possible to use AUEffectBase, because it honored the AUEffectBase contract 'number of input frames == number of output frames'.

Now a new pitch shift mode must be implemented; the tempo must vary with the pitch ('vinyl style'). I suspect that this breaks the boundaries of AUEffectBase, and I should drop down to AUBase? Can I pull in as much data as I like in AUBase->Render()?

The reason I ask here is that the AU programming guide is very vague about basic questions like this (in fact, it doesn't mention AUEffectBase's contract). The only guidance it gives is:

"The AUEffectBase class is strictly for building n-to-n channel effect units. If you are building an effect unit that does not employ a direct mapping of input to output channels, you subclass the AUBase superclass instead."

Which isn't really helpfull, since my 'effect' is n-to-n channels. Is there a document that discucusses AUBase <> AUEffectBase in more detail?

Thanks,
patrick
--
Patrick Machielse
Hieper Software

http://www.hieper.nl
email@hidden

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