Re: How to save OpenAL sources to disk
Re: How to save OpenAL sources to disk
- Subject: Re: How to save OpenAL sources to disk
- From: Brian Willoughby <email@hidden>
- Date: Fri, 29 Oct 2010 23:22:24 -0700
Oops, I think I have been typing iPad too much, because AUBandpass is
selected using 'bpas' not 'bpad'
AudioUnits are plugins, not libraries. Thus, they are dynamically
loaded. You do not add them to your project or link to them directly.
However, in order for your program to load an AU, you do need a few
CoreAudio frameworks, such as the AudioToolbox that Aran
mentioned. But this doesn't link the actual AUBandpass into your
program, but rather gives it the tools to dynamically load it.
You'll still need to code the 'aufx' 'bpad' 'appl' constants into
your program so that it can find the AUBandpass component.
Also, as Aran mentioned, we really should clear up whether you're
on iPhone or not, because the answers vary a little between OSX and
iOS.
Brian Willoughby
Sound Consulting
On Oct 29, 2010, at 22:42, Development wrote:
How do I add the audio unit framework to my project?
I tried to do it the normal way but when I try to compile I'm told
that the linker cannot find the framework AudioUnit. I looked in
the package and all that is there are header. Do I just add the
headers as files? Or is there a trick I'm missing?
On Oct 29, 2010, at 9:28 PM, Brian Willoughby wrote:
April,
If you design with CoreAudio and AUGraph, then you can insert
plugins like AUBandpass. Apple provides a number of pre-
installed AudioUnits that they have developed, and band pass is
one of them. So, in this case, you do not need to find a outside
library.
I do not know whether these are available within OpenAL - they
might be - but they are certainly available within CoreAudio and
AUGraph (they're even available without AUGraph, per se).
On Oct 29, 2010, at 13:24, Development wrote:
I also meant to ask.. On mac you can add certain effects like
band pass. Is there anything like that or do I need to find a
library?
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