MyGreatAUEffectWithCocoaUI(Lion)/MyGreatAUEffectWithCocoaUI.cpp

/*
 
     File: MyGreatAUEffectWithCocoaUI.cpp
 Abstract: Audio Unit class implementation.
  Version: 1.0.1
 
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*/
 
#include "MyGreatAUEffectWithCocoaUI.h"
 
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
// COMPONENT_ENTRY(MyGreatAUEffectWithCocoaUI) deprecated on MacOS X 10.7 see TN2276 
 
AUDIOCOMPONENT_ENTRY(AUBaseFactory, MyGreatAUEffectWithCocoaUI)
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUI
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUI(AudioUnit component)
    : AUEffectBase(component)
{
    CreateElements();
    Globals()->UseIndexedParameters(kNumberOfParameters);
    SetParameter(kParam_One, kDefaultValue_ParamOne );
        
#if AU_DEBUG_DISPATCHER
    mDebugDispatcher = new AUDebugDispatcher (this);
#endif
    
}
 
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus            MyGreatAUEffectWithCocoaUI::GetParameterValueStrings(AudioUnitScope     inScope,
                                                                AudioUnitParameterID    inParameterID,
                                                                CFArrayRef *        outStrings)
{
        
    return kAudioUnitErr_InvalidProperty;
}
 
 
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus            MyGreatAUEffectWithCocoaUI::GetParameterInfo(AudioUnitScope     inScope,
                                                        AudioUnitParameterID    inParameterID,
                                                        AudioUnitParameterInfo  &outParameterInfo )
{
    OSStatus result = noErr;
 
    outParameterInfo.flags =    kAudioUnitParameterFlag_IsWritable
                        |       kAudioUnitParameterFlag_IsReadable;
    
    if (inScope == kAudioUnitScope_Global) {
        switch(inParameterID)
        {
            case kParam_One:
                AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_LinearGain;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
            default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
    } else {
        result = kAudioUnitErr_InvalidParameter;
    }
    
 
 
    return result;
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus            MyGreatAUEffectWithCocoaUI::GetPropertyInfo (AudioUnitPropertyID    inID,
                                                        AudioUnitScope      inScope,
                                                        AudioUnitElement    inElement,
                                                        UInt32 &        outDataSize,
                                                        Boolean &       outWritable)
{
    if (inScope == kAudioUnitScope_Global) 
    {
        switch (inID) 
        {
            case kAudioUnitProperty_CocoaUI:
                outWritable = false;
                outDataSize = sizeof (AudioUnitCocoaViewInfo);
                return noErr;
                    
        }
    }
 
    return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OSStatus            MyGreatAUEffectWithCocoaUI::GetProperty(    AudioUnitPropertyID inID,
                                                            AudioUnitScope      inScope,
                                                            AudioUnitElement    inElement,
                                                            void *              outData )
{
    if (inScope == kAudioUnitScope_Global) 
    {
        switch (inID) 
        {
            case kAudioUnitProperty_CocoaUI:
            {
                // Look for a resource in the main bundle by name and type.
                CFBundleRef bundle = CFBundleGetBundleWithIdentifier( CFSTR("com.audiounit.MyGreatAUEffectWithCocoaUI") );
                
                if (bundle == NULL) return fnfErr;
                
                CFURLRef bundleURL = CFBundleCopyResourceURL( bundle, 
                    CFSTR("MyGreatAUEffectWithCocoaUI_CocoaViewFactory"), 
                    CFSTR("bundle"), 
                    NULL);
                
                if (bundleURL == NULL) return fnfErr;
 
                AudioUnitCocoaViewInfo cocoaInfo;
                cocoaInfo.mCocoaAUViewBundleLocation = bundleURL;
                cocoaInfo.mCocoaAUViewClass[0] = CFStringCreateWithCString(NULL, "MyGreatAUEffectWithCocoaUI_CocoaViewFactory", kCFStringEncodingUTF8);
                
                *((AudioUnitCocoaViewInfo *)outData) = cocoaInfo;
                
                return noErr;
            }
        }
    }
 
    return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}
 
 
#pragma mark ____MyGreatAUEffectWithCocoaUIEffectKernel
 
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUIKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void        MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUIKernel::Reset()
{
}
 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//  MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUIKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void MyGreatAUEffectWithCocoaUI::MyGreatAUEffectWithCocoaUIKernel::Process( const Float32   *inSourceP,
                                                    Float32         *inDestP,
                                                    UInt32          inFramesToProcess,
                                                    UInt32          inNumChannels, // for version 2 AudioUnits inNumChannels is always 1
                                                    bool            &ioSilence )
{
 
    //This code will pass-thru the audio data.
    //This is where you want to process data to produce an effect.
    
    UInt32 nSampleFrames = inFramesToProcess;
    const Float32 *sourceP = inSourceP;
    Float32 *destP = inDestP;
    Float32 gain = GetParameter( kParam_One );
        
    while (nSampleFrames-- > 0) {
        Float32 inputSample = *sourceP;
        
        //The current (version 2) AudioUnit specification *requires* 
        //non-interleaved format for all inputs and outputs. Therefore inNumChannels is always 1
        
        sourceP += inNumChannels;   // advance to next frame (e.g. if stereo, we're advancing 2 samples);
                                    // we're only processing one of an arbitrary number of interleaved channels
 
            // here's where you do your DSP work
                Float32 outputSample = inputSample * gain;
        
        *destP = outputSample;
        destP += inNumChannels;
    }
}