Re: C AudioUnit
Re: C AudioUnit
- Subject: Re: C AudioUnit
- From: Charles Constant <email@hidden>
- Date: Sun, 31 Jan 2016 14:34:36 -0800
Thanks Paul!
> What do you think you're trying to avoid?
My main worries about C++ are (a) It's currently not possible to call C++ code directly from Swift. I imagine that'll cost me a few days right there, learning the right way to wrap C++ functions/objects so I can get at them from Swift
(b) I have much less experience with C++ than with C or Obj-C. I'm not keen on copying a bunch of someone else's C++ code wholesale. I'd prefer to use it to get an idea of how to do it, and write my own version. My own attempt might be worse, but if it works at least I know I understand it :)
> You cannot do this in any sensible way.
Shucks :( I'm partly hoping to do this to wrap my head around the whole process. I'm not sure of the best way to apply third party AudioUnits to an arbitrary number of tracks (my app has a bunch of buffers soon tracks that are panned/attenuated, and I'm still shaky with how AudioChannelLayout works). I figure if I write my own AU, I'll get a better sense of what I need to do. Since I don't normally use C++, it's distracting for me to try to learn what's going on with C++ code.
I guess I could try, purely as a learning exercise, to port AUBase.cpp to Obj-C, with which I'm more familiar. I gather Obj-C is borderline dicey for RealTime audio, but it gives me a way to figure out how to do this. Porting working code later on from Obj-C back to C++ will be easier for me.
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