CoreAudio/PublicUtility/CAAUProcessor.cpp

/*
     File: CAAUProcessor.cpp
 Abstract: CAAUProcessor.h
  Version: 1.1
 
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*/
#include "CAAUProcessor.h"                      
#include "CAXException.h"
 
static OSStatus SilenceInputCallback (void      *inRefCon, 
                    AudioUnitRenderActionFlags *ioActionFlags, 
                    const AudioTimeStamp        *inTimeStamp, 
                    UInt32                      inBusNumber, 
                    UInt32                      inNumberFrames, 
                    AudioBufferList             *ioData)
{
    AudioBuffer *buf = ioData->mBuffers;
    for (UInt32 i = ioData->mNumberBuffers; i--; ++buf)
        memset((Byte *)buf->mData, 0, buf->mDataByteSize);
        
        //provide a hint that our input data is silent.
    *ioActionFlags &= kAudioUnitRenderAction_OutputIsSilence;
    return noErr;
}
 
static AURenderCallbackStruct sSilentCallback = { SilenceInputCallback, NULL };
 
 
CAAUProcessor::CAAUProcessor (const CAComponent& inComp)
    : mPreflightABL(NULL)
{
    OSStatus result = CAAudioUnit::Open (inComp, mUnit);
    if (result)
        throw result;
    memset (&mUserCallback, 0, sizeof (AURenderCallbackStruct));
    mMaxTailTime = 10.;
}
 
CAAUProcessor::~CAAUProcessor ()
{
    if (mPreflightABL)
        delete mPreflightABL;
}
 
inline OSStatus     SetInputCallback (CAAudioUnit &inUnit, AURenderCallbackStruct &inInputCallback)
{
    return inUnit.SetProperty (kAudioUnitProperty_SetRenderCallback, 
                                            kAudioUnitScope_Input, 
                                            0,
                                            &inInputCallback, 
                                            sizeof(inInputCallback));
}
 
static AURenderCallbackStruct sRenderCallback;
static OSStatus PrerollRenderProc ( void                        * /*inRefCon*/, 
                                AudioUnitRenderActionFlags      * /*inActionFlags*/,
                                const AudioTimeStamp            * /*inTimeStamp*/, 
                                UInt32                          /*inBusNumber*/,
                                UInt32                          /*inNumFrames*/, 
                                AudioBufferList                 *ioData)
{
    AudioBuffer *buf = ioData->mBuffers;
    for (UInt32 i = ioData->mNumberBuffers; i--; ++buf)
        memset((Byte *)buf->mData, 0, buf->mDataByteSize);
 
    return noErr;
}
 
OSStatus    Preroll (CAAudioUnit & inAU, UInt32 inFrameSize)
{
    CAStreamBasicDescription desc;
    OSStatus result = inAU.GetFormat (kAudioUnitScope_Input, 0, desc);
    bool hasInput = false;
            //we have input 
    if (result == noErr) 
    {
        sRenderCallback.inputProc = PrerollRenderProc;
        sRenderCallback.inputProcRefCon = 0;
        
        result = inAU.SetProperty (kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 
                                0, &sRenderCallback, sizeof(sRenderCallback));
        if (result) return result;
        hasInput = true;
    }
    
    AudioUnitRenderActionFlags flags = 0;
    AudioTimeStamp time;
    memset (&time, 0, sizeof(time));
    time.mFlags = kAudioTimeStampSampleTimeValid;
 
    CAStreamBasicDescription outputFormat;
    ca_require_noerr (result = inAU.GetFormat (kAudioUnitScope_Output, 0, outputFormat), home);
    {
        AUOutputBL list (outputFormat, inFrameSize);
        list.Prepare ();
        
        result = inAU.Render (&flags, &time, 0, inFrameSize, list.ABL());
        if (result) { printf("A result %d\n", (int)result); goto home; }
    }
 
home:
    if (hasInput) {
            // remove our installed callback
        sRenderCallback.inputProc = 0;
        sRenderCallback.inputProcRefCon = 0;
        
        inAU.SetProperty (kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 
                                0, &sRenderCallback, sizeof(sRenderCallback));
    }
    return result;
}
 
 
OSStatus        CAAUProcessor::EstablishInputCallback (AURenderCallbackStruct &inInputCallback)
{
    OSStatus result = SetInputCallback (mUnit, inInputCallback);
    if (!result)
        memcpy (&mUserCallback, &inInputCallback, sizeof(AURenderCallbackStruct));
    else
        memset (&mUserCallback, 0, sizeof (AURenderCallbackStruct));
    return result;
}
 
OSStatus        CAAUProcessor::SetAUPreset (CFPropertyListRef           inPreset)
{
    return mUnit.SetProperty (kAudioUnitProperty_ClassInfo, 
                                    kAudioUnitScope_Global, 
                                    0, 
                                    &inPreset, 
                                    sizeof(inPreset));
}
 
OSStatus        CAAUProcessor::SetAUPresetIndex (SInt32             inPresetIndex)
{
    AUPreset aup;
    aup.presetName = NULL;
    aup.presetNumber = inPresetIndex;
    return mUnit.SetPresentPreset(aup);
}
 
 
OSStatus        CAAUProcessor::SetParameter (AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
                                            Float32 value, UInt32 bufferOffsetFrames)
{
    return mUnit.SetParameter(inID, scope, element, value, bufferOffsetFrames);
}
 
 
UInt32          CAAUProcessor::MaxFramesPerRender () const
{
    UInt32 maxFrames;
    UInt32 propSize = sizeof (maxFrames);
    if (mUnit.GetProperty (kAudioUnitProperty_MaximumFramesPerSlice,
                            kAudioUnitScope_Global, 0, &maxFrames, &propSize))
    {
        return 0;
    }
    return maxFrames;
}
 
OSStatus        CAAUProcessor::SetMaxFramesPerRender (UInt32 inMaxFrames)
{
    return mUnit.SetProperty (kAudioUnitProperty_MaximumFramesPerSlice,
                            kAudioUnitScope_Global, 0, &inMaxFrames, sizeof(inMaxFrames));
}
 
OSStatus        CAAUProcessor::Initialize (const CAStreamBasicDescription   &inInputDesc,
                                            const CAStreamBasicDescription  &inOutputDesc,
                                                UInt64                      inNumInputSamples)
{
    return DoInitialisation (inInputDesc, inOutputDesc, inNumInputSamples, MaxFramesPerRender());
}
 
OSStatus        CAAUProcessor::Reinitialize (UInt32 inNewMaxFrames)
{
    OSStatus result;
    CAStreamBasicDescription inputDesc, outputDesc;
    
    ca_require_noerr (result = mUnit.GetFormat (kAudioUnitScope_Input, 0, inputDesc), home);
    ca_require_noerr (result = mUnit.GetFormat (kAudioUnitScope_Output, 0, outputDesc), home);
    
    ca_require_noerr (result = DoInitialisation (inputDesc, outputDesc, mNumInputSamples, inNewMaxFrames), home);
    
home:
    return result;
}
 
 
OSStatus        CAAUProcessor::DoInitialisation (const CAStreamBasicDescription     &inInputFormat,
                                                const CAStreamBasicDescription      &inOutputFormat,
                                                UInt64                              inNumInputSamples,
                                                UInt32                              inMaxFrames)
{
    OSStatus result;
    
    if (inNumInputSamples == 0 && IsOfflineAU())
        return kAudioUnitErr_InvalidOfflineRender;
        
    mNumInputSamples = inNumInputSamples;
    
        // first check that we can do this number of channels
    if (mUnit.CanDo (inInputFormat.NumberChannels(), inOutputFormat.NumberChannels()) == false)
        ca_require_noerr (result = kAudioUnitErr_FailedInitialization, home);
    
    // just uninitialise the AU as a matter of course
    ca_require_noerr (result = mUnit.Uninitialize(), home);
 
    ca_require_noerr (result = mUnit.SetFormat (kAudioUnitScope_Input, 0, inInputFormat), home); 
    ca_require_noerr (result = mUnit.SetFormat (kAudioUnitScope_Output, 0, inOutputFormat), home); 
    ca_require_noerr (result = SetMaxFramesPerRender (inMaxFrames), home);
    
#if !TARGET_OS_IPHONE
        // if we're any AU but an offline AU, we should tell it that we've processing offline
    if (!IsOfflineAU()) {
        UInt32 isOffline = (IsOfflineContext() ? 1 : 0);
            // don't care whether this succeeds of fails as many AU's don't care about this
            // but the ones that do its important that they are told their render context
        mUnit.SetProperty (kAudioUnitProperty_OfflineRender, kAudioUnitScope_Global, 0, &isOffline, sizeof(isOffline));
    } else {
            // tell the offline unit how many input samples we wish to process...
        mUnit.SetProperty (kAudioUnitOfflineProperty_InputSize,
                                                kAudioUnitScope_Global, 0,
                                                &mNumInputSamples, sizeof(mNumInputSamples));
    }
#endif
    
    ca_require_noerr (result = mUnit.Initialize(), home);
 
    ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
    
    // finally reset our time stamp
    // the time stamp we use with the AU Render - only sample count is valid
    memset (&mRenderTimeStamp, 0, sizeof(mRenderTimeStamp));
    mRenderTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
 
    // now, if we're NOT an offline AU, preflighting is not required
    // if we are an offline AU, we should preflight.. an offline AU will tell us when its preflighting is done
    mPreflightDone = false;
 
    if (mPreflightABL) {
        delete mPreflightABL;
        mPreflightABL = NULL;
    }
    
    mPreflightABL = new AUOutputBL (inOutputFormat);
 
    mLastPercentReported = 0;
    
home:
    return result;
}
 
void        CAAUProcessor::CalculateRemainderSamples (Float64 inSampleRate)
{
    mLatencySamples = 0;
    mTailSamplesToProcess = 0;
    mTailSamples = 0;
    mTailSamplesRemaining = 0;
    return;
    
        // nothing to do because we're not processing offline
    if (IsOfflineContext() == false) return;
        
        // because an offline unit has some indeterminancy about what it does with the input samples
        // it is *required* to deal internally with both latency and tail
    if (!IsOfflineAU()) 
    {
            // when offline we need to deal with both latency and tail
            
        // if the AU has latency - how many samples at the start will be zero?
        // we'll end up chucking these away.
        Float64 renderTimeProps;
        UInt32 propSize = sizeof (renderTimeProps);
        OSStatus result = mUnit.GetProperty (kAudioUnitProperty_Latency, kAudioUnitScope_Global, 0,
                                                    &renderTimeProps, &propSize);
        
        Float64 latencySamples = 0;
        if (result == noErr) // we have latency to deal with - its reported in seconds
            latencySamples = renderTimeProps * inSampleRate;
            
            // AU tail
            // if the AU has a tail - we'll pull that many zeroes through at the end to flush
            // out this tail - think of a decaying digital delay or reverb...
        result = mUnit.GetProperty (kAudioUnitProperty_TailTime, kAudioUnitScope_Global, 0,
                                                    &renderTimeProps, &propSize);
        if (renderTimeProps > mMaxTailTime)
            renderTimeProps = mMaxTailTime;
        Float64 tailSamples = 0;
        if (result == noErr)
            tailSamples = renderTimeProps * inSampleRate;
        
        // this dictates how many samples at the end we need to pull through...
        // we add latency to tail because we throw the latency samples away from the start of the rendering
        // and we have to pull that many samples after the end of course to get the last of the original data
        // then to that is added the tail of the effect...
        mTailSamplesToProcess = UInt32(tailSamples + latencySamples);
        mTailSamples = UInt32(tailSamples);
        mLatencySamples = UInt32(latencySamples);
    }
}
 
#if !TARGET_OS_IPHONE
CFStringRef     CAAUProcessor::GetOLPreflightName () const
{
    if (OfflineAUNeedsPreflight()) 
    {
        CFStringRef str;
        UInt32 size = sizeof(str);
        OSStatus result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightName,
                                                kAudioUnitScope_Global, 0,
                                                &str, &size);
        return result ? NULL : str;
    }
    return NULL; // says NO to preflighting
}
 
bool        CAAUProcessor::OfflineAUNeedsPreflight () const
{
    if (IsOfflineAU()) {
        UInt32 preflightRequirements;
        UInt32 size = sizeof(preflightRequirements);
        OSStatus result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
                                                kAudioUnitScope_Global, 0,
                                                &preflightRequirements, &size);
        if (result)
            return false;
        return preflightRequirements;
    }
    return false;
}
#endif
 
OSStatus    CAAUProcessor::Preflight (bool inProcessPreceedingTail)
{
    printf(">>>>CAAUProcessor::Preflight\n");
        //we're preflighting again, so reset ourselves
    if (mPreflightDone) {
        mPreflightDone = false;
        // the time stamp we use with the AU Render - only sample count is valid
        memset (&mRenderTimeStamp, 0, sizeof(mRenderTimeStamp));
        mRenderTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
        mUnit.GlobalReset();
    }
 
    Float64 sampleRate;
    OSStatus result = mUnit.GetSampleRate (kAudioUnitScope_Output, 0, sampleRate);
    CalculateRemainderSamples (sampleRate);
 
    UInt32 numFrames = MaxFramesPerRender();
    if (numFrames == 0)
        return kAudioUnitErr_InvalidProperty;
    
    if (!IsOfflineAU()) 
    {
        if ((IsOfflineContext() == false && inProcessPreceedingTail) || IsOfflineContext())
        {
            // re-establish the user's input callback
            ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
 
            // Consume the number of input samples indicated by the AU's latency or tail
            // based on whether the AU is being used in an offline context or not.
            
            UInt32 latSamps = IsOfflineContext() ? mLatencySamples : mTailSamples;  
            printf("latSamps %d\n", (int)latSamps);
            latSamps = 0;
            while (latSamps > 0)
            {
                if (latSamps < numFrames)
                    numFrames = latSamps;
                    
                    // process the samples (the unit's input callback will read the samples
                    // from the file and convert them to float for processing
                AudioUnitRenderActionFlags renderFlags = 0;
                mPreflightABL->Prepare();
                result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, numFrames, mPreflightABL->ABL());
                if (result) { printf("B result %d\n", (int)result); goto home; }
        
                mRenderTimeStamp.mSampleTime += numFrames;
                latSamps -= numFrames;
            }
            if (IsOfflineContext())
                mRenderTimeStamp.mSampleTime = mLatencySamples;
        }
        else
        {
            // processing real-time but not processing preceeding tail, so we should preroll the AU
            ca_require_noerr (result = Preroll(mUnit, numFrames), home);
            
            // re-establish the user's input callback
            ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
            
            mRenderTimeStamp.mSampleTime = 0;
        }
    }
#if !TARGET_OS_IPHONE
    else
    {
            // re-establish the user's input callback
        ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
        
        UInt32 preflightRequirements;
        UInt32 size; size = sizeof(preflightRequirements);
        ca_require_noerr (result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
                                                kAudioUnitScope_Global, 0,
                                                &preflightRequirements, &size), home);
                                                
            // 0 indicates none, otherwise optional or required -> we do it for either
        if (preflightRequirements) 
        {
            for (;;) {
                // here we need to do the preflight loop - we don't expect any data back, but have to 
                // give the offline unit all of its input data to allow it to prepare its processing
                AudioUnitRenderActionFlags renderFlags = kAudioOfflineUnitRenderAction_Preflight;
                mPreflightABL->Prepare();
                result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, numFrames, mPreflightABL->ABL());
                if (result) { printf("C result %d\n", (int)result); goto home; }
                mRenderTimeStamp.mSampleTime += numFrames;
        
                if (renderFlags & kAudioOfflineUnitRenderAction_Complete)
                    break;
            }
        }
        // the time stamp we use with the AU Render - only sample count is valid
        mRenderTimeStamp.mSampleTime = 0;
    }
#endif
 
    if (result == noErr) {
        mPreflightDone = true;
    }
    
home:
    printf("<<<<CAAUProcessor::Preflight\n");
    return result;
}
 
#if !TARGET_OS_IPHONE
OSStatus    CAAUProcessor::OfflineAUPreflight (UInt32 inNumFrames, bool &outIsDone)
{
    if (!IsOfflineAU())
        return -50/*paramErr*/;
    if (mNumInputSamples == 0)
        return -50/*paramErr*/;
 
    UInt32 preflightRequirements;
    UInt32 size = sizeof(preflightRequirements);
    OSStatus result;
    ca_require_noerr (result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
                                                kAudioUnitScope_Global, 0,
                                                &preflightRequirements, &size), home);
                                                
        // 0 indicates none, otherwise optional or required -> we do it for either
    if (preflightRequirements) 
    {
        AudioUnitRenderActionFlags renderFlags = kAudioOfflineUnitRenderAction_Preflight;
        mPreflightABL->Prepare();
        result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, inNumFrames, mPreflightABL->ABL());
        if (result) { printf("D result %d\n", (int)result); goto home; }
        mRenderTimeStamp.mSampleTime += inNumFrames;
        
        if (renderFlags & kAudioOfflineUnitRenderAction_Complete) {
            outIsDone = true;
            mRenderTimeStamp.mSampleTime = 0;
            mPreflightDone = true;
            mLastPercentReported = 0;
        }
    }
    else
    {
        outIsDone = true;
        mRenderTimeStamp.mSampleTime = 0;
        mPreflightDone = true;
        mLastPercentReported = 0;
    }
    
home:
    return result;
}
#endif
 
void SetBufferListToNumFrames (AudioBufferList &list, UInt32 inNumFrames)
{
    for (unsigned int i = 0; i < list.mNumberBuffers; ++i) {
        AudioBuffer &buf = list.mBuffers[i];
        if (buf.mDataByteSize > 0)
            buf.mDataByteSize = inNumFrames * sizeof (Float32);
    }
}
 
OSStatus    CAAUProcessor::Render (AudioBufferList      *ioData, 
                                    UInt32              &ioNumFrames, 
                                    bool                &outIsSilence,
                                    bool                *outOLCompleted, 
                                    bool                *outOLRequiresPostProcess)
{
    if (IsOfflineContext())
    {
        if (!mPreflightDone)
            return kAudioUnitErr_InvalidOfflineRender;
    
            // YES - this is correct!!! you have to provide both if rendering in an offline Context
        *outOLCompleted = false;
        *outOLRequiresPostProcess = false;
 
        if (!IsOfflineAU() && !mUnit.Comp().Desc().IsFConv()) 
        {
                // have we processed the input we expect too?
                // in an offline case, we want to create output that matches the input
                // for an OfflineAU type, it manages this internally, so we don't have to do anything
                // for a FormatConverter AU, we don't know and can't tell, so we can't do anything here
                // for any other AU type (effect, instrument) the Prime assumption is that it will 
                // ask for the same number of frames of input as it is asked to output
                // so we can ask what it is doing, and get a sample accurate output (which is input + tail time)
            if (mRenderTimeStamp.mSampleTime + ioNumFrames >= InputSampleCount()) 
            {
                    // if we fall into here, we have just a partial number of input samples left 
                    // (less input less than what we've been asked to produce output for.
                *outOLCompleted = true;
                    // we require post processing if we've got some tail (or latency) samples to flush through
                *outOLRequiresPostProcess = mTailSamplesToProcess > 0;
                if (InputSampleCount() > mRenderTimeStamp.mSampleTime) {
                    ioNumFrames = (UInt32)(InputSampleCount() - mRenderTimeStamp.mSampleTime);
                } else {
                    ioNumFrames = 0;
                }
                mTailSamplesRemaining = mTailSamplesToProcess;
                    // we've got no input samples to process this time.
                SetBufferListToNumFrames (*ioData, ioNumFrames);
                if (ioNumFrames == 0) {
                    if (*outOLRequiresPostProcess)
                        SetInputCallback (mUnit, sSilentCallback);
                    else
                        mUnit.GlobalReset (); //flush this out, as we're done with this phase
                    return noErr;
                }
            }
        }
        AudioUnitRenderActionFlags renderFlags = IsOfflineAU() ? kAudioOfflineUnitRenderAction_Render : 0;
        OSStatus result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
        if (result) { printf("E result %d\n", (int)result); }
        if (result) {
            if (mUnit.Comp().Desc().IsFConv()) { 
                // this is the only way we can tell we're done with a FormatConverter AU 
                // - ie. client returns an error from input
                result = noErr;
                *outOLCompleted = true;
                *outOLRequiresPostProcess = mTailSamplesToProcess > 0;
                ioNumFrames = 0;
                SetBufferListToNumFrames (*ioData, ioNumFrames);
            } else
                return result;
        }
//  for (UInt32 i = 0; i < ioNumFrames; ++i) {
//      union {
//          float f;
//          unsigned char c[4];
//      } u;
//      u.f = ((float*)(ioData->mBuffers[0].mData))[i];
//      printf("aup out %4d  %14.10f  %02X %02X %02X %02X\n", (int)i, u.f, u.c[0], u.c[1], u.c[2], u.c[3]);
//  }
        mRenderTimeStamp.mSampleTime += ioNumFrames;
        outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
        
            // if we're an Offline AU type, it will set this flag on completion of its processing
        if (renderFlags & kAudioOfflineUnitRenderAction_Complete) {
            // we now need to calculate how many frames we rendered.
                // as we're dealing with PCM non-interleaved buffers, we can calculate the numFrames simply
            ioNumFrames = ioData->mBuffers[0].mDataByteSize / sizeof(Float32);
            *outOLCompleted = true;
            *outOLRequiresPostProcess = false;
            mUnit.GlobalReset (); //flush this out, as we're done with this phase
        } else {
            if (*outOLCompleted) {
                if (*outOLRequiresPostProcess)
                    result = SetInputCallback (mUnit, sSilentCallback);
                else
                    mUnit.GlobalReset (); //flush this out, as we're done with this phase
            }
        }
    
        return result;
    }
 
// rendering in a RT context:
    AudioUnitRenderActionFlags renderFlags = 0;
    OSStatus result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
        if (result) { printf("F result %d\n", (int)result); }
    if (!result) {
        mRenderTimeStamp.mSampleTime += ioNumFrames;
        outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
    }
//  for (UInt32 i = 0; i < ioNumFrames; ++i) {
//      union {
//          float f;
//          unsigned char c[4];
//      } u;
//      u.f = ((float*)(ioData->mBuffers[0].mData))[i];
//      printf("aup out %4d  %14.10f  %02X %02X %02X %02X\n", (int)i, u.f, u.c[0], u.c[1], u.c[2], u.c[3]);
//  }
    
    return result;  
}
    
OSStatus    CAAUProcessor::PostProcess (AudioBufferList     *ioData, 
                                        UInt32              &ioNumFrames, 
                                        bool                &outIsSilence,
                                        bool                &outDone)
{
    if (IsOfflineAU() || !IsOfflineContext()) 
        return kAudioUnitErr_CannotDoInCurrentContext;
    
    outDone = false;
    
        // we've got less samples to process than we've been asked to process
    if (mTailSamplesRemaining <= SInt32(ioNumFrames)) {
        outDone = true;
        ioNumFrames = mTailSamplesRemaining > 0 ? mTailSamplesRemaining : 0;
        SetBufferListToNumFrames (*ioData, ioNumFrames);
        if (ioNumFrames == 0)
            return noErr;
    }
    
    AudioUnitRenderActionFlags renderFlags = 0;
    OSStatus result;
    result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
        if (result) { printf("G result %d\n", (int)result); goto home; }
    mRenderTimeStamp.mSampleTime += ioNumFrames;
    mTailSamplesRemaining -= ioNumFrames;
    outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
            
    if (outDone) {
        ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
        mUnit.GlobalReset (); //flush this out, as we're done with this phase
    }
home:
    return result;
}       
 
#if !TARGET_OS_IPHONE
Float32     CAAUProcessor::GetOLPercentComplete ()
{
    if (!IsOfflineContext())
        return 0;
 
    Float32 percentDone = mLastPercentReported;
        
    if (IsOfflineAU()) 
    {
        // we get the output size every time, as this can change as parameters are changed
        UInt64 numOutputSamples = mNumInputSamples;
        UInt32 propSize = sizeof(numOutputSamples);
        mUnit.GetProperty (kAudioUnitOfflineProperty_OutputSize,
                            kAudioUnitScope_Global, 0, &numOutputSamples, &propSize);
        
        percentDone = (mRenderTimeStamp.mSampleTime / Float64(numOutputSamples)) * 100.;
    }
    else
    {
        percentDone = (mRenderTimeStamp.mSampleTime / Float64(mNumInputSamples + mTailSamples)) * 100.;
    }
    
    if (percentDone > mLastPercentReported)
        mLastPercentReported = percentDone;
 
    return mLastPercentReported;
}
#endif