Re: Using an AU directly
Re: Using an AU directly
- Subject: Re: Using an AU directly
- From: Jean-Daniel Dupas <email@hidden>
- Date: Mon, 7 Sep 2009 11:21:08 +0200
Le 7 sept. 2009 à 11:07, Darrell Gibson a écrit :
Hi All,
Following on from a previous post (http://lists.apple.com/archives/Coreaudio-api/2009/Aug/msg00179.html
).
I am now trying use an AudioUnits directly on its own, without an
AUGraph. What I effectively want to do is send audio data into the
AudioUnit, let the audio unit process the data and then obtain the
processed data. (I just want the data, I don't actually want an
audio output.)
In order to do this what I have done is created an instance of the
AU and then setup an input render callback that supplies the input
data. The problem I have is without an output device to initiate
the "pull" my render callback is never called. If I connect an
output unit it does start to "pull" but I also get an output, which
I do not want. I want to analyze the output, but not listen to it.
Is there away to start a network of AUs that has does not been
connected to an output device? By start I mean initiate the "pull".
If not would I have to connect to an output unit, capture the data
coming in, but not allow the unit to render the data? Could I do
this by setting up a render callback for the output unit, write the
input into an AudioBufferList and do not call the AudioUnitRender
function? Does this sound reasonable?
I assume I can have an AU connected to another AU and still define a
render callback for the last AU? Will this work?
Thanks for any pointers you can offer.
Darrell.
AudioUnit is based on a 'pull' model. You need something to pull the
data. Usually, this is done by the Output Unit, but if you don't have
an Output unit, I think you have to pull the data yourself calling
AudioUnitRender() in a loop and passing the last AudioUnit of your
graph as argument.
-- Jean-Daniel
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