Re: Convolution Audio Unit how to?
Re: Convolution Audio Unit how to?
- Subject: Re: Convolution Audio Unit how to?
- From: Paul Davis <email@hidden>
- Date: Tue, 22 Nov 2011 20:11:23 -0500
On 11/22/11, Mark Heath <email@hidden> wrote:
> The documentation I read regarding tail were talking about reverb
> filters. Where N samples in produce N + decay samples out. My
> filter is still N samples in to N samples out.
no. all AU plugins run as N samples in and N samples out EXCEPT for
format converters. reverbs and whatever you're doing will run N in + N
out. what is different about reverbs and your plugin is that the first
X out will be silent, and you'll generate a "tail" of X samples that
will (likely) be non-silent after the non-silent input arrived.
basically: no difference, because I think you're confused about what
the reverb plugins do.
> So clarifying, there is one instance of my AU class per channel, any
> buffering I am doing in this instance will not clash with another
> channel?
i think you're a little confused about "channels" and "plugins".
AU plugins declare their I/O configuration options. they can be static
(e.g. "I do 1 in and 1out") or variable-with-limits (e.g. "I can do up
to 8 in and up to 4 out") or completely variable (eg. "I can support
any number of inputs and 8 outputs" or "I support any I/O
configuration").
the number of channels of data your plugin receives will be determined
by the i/o configuration selected by the host from the options the
plugin declares. if it declares "i do 1 in and 1 out", then it will
only ever process a single channel of audio data, and that channel
will be the same "stream" unless the host allows the user to do
something to "reconnect" the signal flow reaching the plugin.
> My experience has been in writing video filtering plugins, where all
> spatial data is available at once, and requesting one frame at a time
> is quite common.
>
> My audio dsp has been with non realtime libraries where the filter
> itself requests sample(s) as it needs them and latency isn't an issue.
you're going to find that video filtering and non-realtime audio are
quite different, in some fairly important ways, from realtime audio
processing. there are a few conceptual similarities and certainly the
math involved in the processing is similar, but the "framework" in
which it takes place is generally a bit different.
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden