Sean--
I think there was always a desire to bring full-fledged custom Audio Units to iOS, but it either hasn't been a priority or hasn't worked out. It was even an announced feature in iPhone OS 3, with headers in AUPlugin.h.
On the one hand, it's somewhat understandable. The idea of pluggable Audio Units assumes both a technical model and a business model that is feasible on Mac OS X, and not feasible on iOS. You can't sell Audio Units to end-users who will be able to use them in all their iOS audio apps, because third parties can't create or sell low-level components through the App Store.
To sell closed-source DSP directly to developers, you could model your APIs like ffmpeg or VST. There are a couple Cocoa wrappers to VST that could be good to study too. The key would be to offer a function or method that passes in a block of samples (like a void*) and whatever metadata you need to parse it (an ASBD, a size parameter, whatever) and perform your effect in placeā¦ that would make it really easy to call from a render callback, which a developer could incorporate as part of his or her own AUGraph.
Good luck.
--Chris
On Jun 7, 2011, at 3:40 PM, Sean Costello wrote: OK, I was just looking at the Audio Unit parameter units (like ), and I noticed that they all say "Available in iOS 2.0 and later." So, why create an API for Audio Units, and then not allow people to create and use their own in their own apps?
So, if I wanted to create closed source DSP code libraries for others to use in their products, what format would be optimal for delivery?
Thanks,
Sean Costello On May 27, 2011, at 12:46 PM, Gregory Wieber wrote: That's correct. I think everyone who reads that documentation for the first time is left with an uncertainty about how to use custom audio units in an iOS project, when in fact you are limited to the multichannel mixer, remoteIO and a few others...
On Fri, May 27, 2011 at 12:01 PM, Darrell Gibson <email@hidden> wrote:
Sean,
I think that is the point. As far as I understand it (I'm sure someone will correct me if I am wrong), the current architecture only allows the use of the six defined apple AUs. If you want to do some audio processing beyond this functionality then it must be done in the render callbacks.
Darrell.
----------------------------------------------------------
Darrell Gibson
Bournemouth University,
School of Design, Engineering and Computing,
P333 Poole House,
Talbot Campus,
POOLE. (UK)
Tel: (01202) 965535
Fax: (01202) 965314
email: email@hidden
________________________________________
From: Sean Costello [email@hidden]
Sent: 27 May 2011 18:19
To: Darrell Gibson
Cc: coreaudio-api API
Subject: Re: Newbie iOS Audio Unit question
I read that document. It only discusses linking to Apple Audio Units. I'm interested in creating closed-source Audio Units that developers can integrate into applications. I'm not sure if this is a good idea or not - just looking into the technical feasibility of the idea.
Sean Costello
On May 27, 2011, at 12:34 AM, Darrell Gibson wrote:
> Try the documents:
>
> http://developer.apple.com/library/ios/documentation/MusicAudio/Conceptual/AudioUnitHostingGuide_iOS/Introduction/Introduction.html
>
>
> ---------------------------------------------
> Darrell Gibson
> Bournemouth University,
> School of Design, Engineering and Computing,
> P418 Poole House,
> Talbot Campus,
> POOLE. (UK)
>
> Tel: (01202) 965535
> Fax: (01202) 965314
> email: email@hidden
>
> On 27 May 2011, at 02:09, "Sean Costello" < email@hidden> wrote:
>
>> Hi all,
>>
>> Is it possible for iOS apps to link to Audio Units that are compiled as .components in iOS, as opposed to requiring the AU source code to compile the app?
>>
>> Thanks,
>>
>> Sean Costello _______________________________________________
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