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Re: creating au plugin for custom synth??? need some help
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Re: creating au plugin for custom synth??? need some help


  • Subject: Re: creating au plugin for custom synth??? need some help
  • From: Christian Rober <email@hidden>
  • Date: Mon, 13 Apr 2015 12:23:56 -0400

I would start with building, installing, running and setting debugger breakpoints in the example AudioUnits in this sample project (look for the different Render, Parameter and MIDIEvent/StartNote calls):

https://developer.apple.com/library/prerelease/mac/samplecode/sc2195/Introduction/Intro.html

While doing that I would refer to this for clarification of both the higher level design and some notable details:

https://developer.apple.com/library/mac/documentation/MusicAudio/Conceptual/AudioUnitProgrammingGuide/Introduction/Introduction.html

You will probably also want the Core Audio helper code files.  They are partially included in the sample projects above, but it may best to "install" it in a more accessible/global location that is conducive to your workflow.  Among other things, these give helpful c++ base classes for bootstrapping your own Audio Unit via the AU API:

https://developer.apple.com/library/ios/samplecode/CoreAudioUtilityClasses/Introduction/Intro.html

One word of warning: getting the Xcode project/workspace configured for audio units can be tricky and has a few gotchas, especially with respect to older hosts.  For example, there are many cases where the older component manager-based code paths require strict matching of properties and strings across multiple files.

I create mine from scratch and pattern-match the sample code environments, others copy and alter the existing ones.  Do whichever works the best for you.

Good luck.

--Christian

On Mon, Apr 13, 2015 at 11:34 AM, Steven Brawer <email@hidden> wrote:
I apologize in advance if this topic has been discussed or if this is not the correct forum. And if I am asking too much.
-----------------------

I have created a complex and sophisticated synthesizer with objective C, Cocoa and AudioQueue. (For just onesimple example, frequencies, amplitudes and timbres can fluctuate on sub-millisecond up to seconds time scales. There is no start/end latency.) The synth receives MIDI signals from a LogicPro external MIDI track and outputs to standard out (which is piped back to a Logic audio track via an audio interface). Objective C classes organize the modules of the project, while time-critical variables and calculations use C. There is no C++ (which I know). It runs in X-code.

I would like to make this synth an au plugin app for LogicPro, and am looking for MINIMAL help or examples to guide me. I think I need only a few things. POINT ME TO THE APPROPRIATE FUNCTIONS (see below) and I will figure out the rest. I'm just asking for a few words. I will use audio graphs if necessary.

1. What is the C/Obj C function (or functions) needed to capture signals from the Logic software tracks into which the plugin is inserted? (These would replace/expand MIDI signals with Logic signals.)

2. What is the C/Obj C function (or functions) to send the output directly to the instrument track?

3. What is the C/Obj C function (or functions) required for automation?

4. How do I create the app bundle and where do I put it?

5. I have been informed that Audio Queue cannot be used in an au plugin. Is this true? Is there an alternative that operates in essentially the same manner? 

Currently, the synth is for my own personal use for composing opera and songs using custom instrumental sounds. I am not fooling around. See soundcloud.com/steven-brawer for a sci-fi opera composed entirely with Logic 9.

I use XCode 5.1.1, Logic Pro 10.0.7, OSX 10.8.5. I plan to upgrade to Yosemite, Logic 10.1 and the most recent XCode when I see from the forums that things have settled down sufficiently.

Thank you in advance.


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