Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
DebugAU.cpp
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
// DebugAU.cpp |
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
#include "AUBase.h" |
#include "DebugAUVersion.h" |
#include <AudioUnit/AudioUnitProperties.h> |
#include "AUDebugDispatcher.h" |
static const AUChannelInfo sChannels[1] = { {-1, -1} }; |
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
#pragma mark ____DebugAU |
/* |
virtual OSStatus PrepareInstrument(MusicDeviceInstrumentID inInstrument) = 0; |
virtual OSStatus ReleaseInstrument(MusicDeviceInstrumentID inInstrument) = 0; |
virtual OSStatus StartNote( MusicDeviceInstrumentID inInstrument, |
MusicDeviceGroupID inGroupID, |
NoteInstanceID &outNoteInstanceID, |
UInt32 inOffsetSampleFrame, |
const MusicDeviceNoteParams &inParams) = 0; |
virtual OSStatus StopNote( MusicDeviceGroupID inGroupID, |
NoteInstanceID inNoteInstanceID, |
UInt32 inOffsetSampleFrame) = 0; |
*/ |
class DebugAU : public AUBase |
{ |
public: |
DebugAU(AudioUnit component); |
virtual ~DebugAU () |
{ |
delete mDebugDispatcher; |
} |
virtual bool StreamFormatWritable( AudioUnitScope scope, |
AudioUnitElement element) |
{ |
return IsInitialized() ? false : element == 0; |
} |
virtual bool SupportsTail () |
{ |
return true; |
} |
virtual UInt32 SupportedNumChannels (const AUChannelInfo** outInfo) |
{ |
if (outInfo) *outInfo = sChannels; |
return sizeof (sChannels) / sizeof (AUChannelInfo); |
} |
virtual OSStatus Initialize(); |
virtual OSStatus Version() |
{ |
return kDebugAUVersion; |
} |
virtual OSStatus Render( AudioUnitRenderActionFlags & ioActionFlags, |
const AudioTimeStamp & inTimeStamp, |
UInt32 nFrames); |
}; |
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
COMPONENT_ENTRY(DebugAU) |
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
// DebugAU::DebugAU |
// |
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
DebugAU::DebugAU(AudioUnit component) |
: AUBase(component, 1, 1) |
{ |
mDebugDispatcher = new AUDebugDispatcher (this); |
} |
OSStatus DebugAU::Initialize() |
{ |
// get our current numChannels for input and output |
UInt32 auNumInputChan = GetInput(0)->GetStreamFormat().mChannelsPerFrame; |
UInt32 auNumOutputChan = GetOutput(0)->GetStreamFormat().mChannelsPerFrame; |
if (auNumInputChan != auNumOutputChan) |
return kAudioUnitErr_FormatNotSupported; |
return noErr; |
} |
// we can use render here as we know that we're only rendering on bus zero. |
OSStatus DebugAU::Render( AudioUnitRenderActionFlags & ioActionFlags, |
const AudioTimeStamp & inTimeStamp, |
UInt32 nFrames) |
{ |
if (!HasInput(0)) |
return kAudioUnitErr_NoConnection; |
AUInputElement *theInput = GetInput(0); |
OSStatus result = theInput->PullInput(ioActionFlags, inTimeStamp, 0 /* element */, nFrames); |
if (result == noErr) |
{ |
AUOutputElement *theOutput = GetOutput(0); // throws if error |
theInput->CopyBufferContentsTo (theOutput->GetBufferList()); |
} |
return result; |
} |
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