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.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" |
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