DebugAU.r

/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   SampleEffectUnit.r
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
 
#include <AudioUnit/AudioUnit.r>
 
#include "DebugAUVersion.h"
 
// Note that resource IDs must be spaced 2 apart for the 'STR ' name and description
#define kAudioUnitResID_DebugAU             10000
 
// So you need to define these appropriately for your audio unit.
// For the name the convention is to provide your company name and end it with a ':',
// then provide the name of the AudioUnit.
// The Description can be whatever you want.
// For an effect unit the Type and SubType should be left the way they are defined here...
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// SampleEffectUnit
#define RES_ID          kAudioUnitResID_DebugAU
#define COMP_TYPE       kAudioUnitType_Effect
#define COMP_SUBTYPE    'Dbug'  // this effect just passes audio through
#define COMP_MANUF      'Acme'  // note that Apple has reserved all all-lower-case 4-char codes for its own use.
                                // Be sure to include at least one upper-case character in each of your codes.
#define VERSION         kDebugAUVersion
#define NAME            "Acme Inc: DebugDispatcher"
#define DESCRIPTION     "Acme Inc's favorite audio effect"
#define ENTRY_POINT     "DebugAUEntry"
 
#include "AUResources.r"