Re: How long do render callbacks have to execute?
Re: How long do render callbacks have to execute?
- Subject: Re: How long do render callbacks have to execute?
- From: Brian Willoughby <email@hidden>
- Date: Sat, 20 Aug 2011 11:44:22 -0700
On Aug 20, 2011, at 03:29, tahome izwah wrote:
2011/8/19 Brian Willoughby <email@hidden>:
My comments were all in the context of the mistaken claim that AU
kernels
are designed to distribute multiple channels across multiple cores.
I merely observed that this is what happened with my AU, and I said
that it would make sense to allocate multiple
kernels - as an example - for instance in order to distribute them
across multiple cores. I did not say that this is its single purpose,
nor did I say that this is the reason why Apple designed it that way.
It's simply not possible for a subclass of AUEffectBase to operate in
a multithreaded fashion unless you specifically overrode the behavior
coded by Apple. Therefore, your claims do not make any sense. It
doesn't make sense to consider a feature that doesn't exist as a
possible purpose, even if you say it's not the single purpose.
Please explain how you verified that your AUEffectBase AudioUnit was
running in a multithreaded fashion. I'd like to know which AU host
you were using, how you circumvented the serialized nature of the
kernel processing in your code, and how you verified that your
observations of multithreaded execution were in any way correct.
My point in belaboring this issue is that you're confusing the OP and
others who wish to learn about AudioUnits by making unsubstantiated
claims. That's a serious disservice. I've continually called your
claims mistaken and false, but I'll give you the benefit of the doubt
for a second and call them unsubstantiated, but only if you can show
us how we can all achieve multithreading in our AUs the way you
observed in yours.
Brian Willoughby
Sound Consulting
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