I would start with building, installing, running and setting debugger
breakpoints in the example AudioUnits in this sample project (look for the
different Render, Parameter and MIDIEvent/StartNote calls):

https://developer.apple.com/library/prerelease/mac/samplecode/sc2195/Introduction/Intro.html

While doing that I would refer to this for clarification of both the higher
level design and some notable details:

https://developer.apple.com/library/mac/documentation/MusicAudio/Conceptual/AudioUnitProgrammingGuide/Introduction/Introduction.html

You will probably also want the Core Audio helper code files.  They are
partially included in the sample projects above, but it may best to
"install" it in a more accessible/global location that is conducive to your
workflow.  Among other things, these give helpful c++ base classes for
bootstrapping your own Audio Unit via the AU API:

https://developer.apple.com/library/ios/samplecode/CoreAudioUtilityClasses/Introduction/Intro.html

One word of warning: getting the Xcode project/workspace configured for
audio units can be tricky and has a few gotchas, especially with respect to
older hosts.  For example, there are many cases where the older component
manager-based code paths require strict matching of properties and strings
across multiple files.

I create mine from scratch and pattern-match the sample code environments,
others copy and alter the existing ones.  Do whichever works the best for
you.

Good luck.

--Christian

On Mon, Apr 13, 2015 at 11:34 AM, Steven Brawer <
[email protected]> wrote:

> I apologize in advance if this topic has been discussed or if this is not
> the correct forum. And if I am asking too much.
> -----------------------
>
> I have created a complex and sophisticated synthesizer with objective C,
> Cocoa and AudioQueue. (For just onesimple example, frequencies, amplitudes
> and timbres can fluctuate on sub-millisecond up to seconds time scales.
> There is no start/end latency.) The synth receives MIDI signals from a
> LogicPro external MIDI track and outputs to standard out (which is piped
> back to a Logic audio track via an audio interface). Objective C classes
> organize the modules of the project, while time-critical variables and
> calculations use C. There is no C++ (which I know). It runs in X-code.
>
> I would like to make this synth an au plugin app for LogicPro, and am
> looking for MINIMAL help or examples to guide me. I think I need only a few
> things. POINT ME TO THE APPROPRIATE FUNCTIONS (see below) and I will figure
> out the rest. I'm just asking for a few words. I will use audio graphs if
> necessary.
>
> 1. What is the C/Obj C function (or functions) needed to capture signals
> from the Logic software tracks into which the plugin is inserted? (These
> would replace/expand MIDI signals with Logic signals.)
>
> 2. What is the C/Obj C function (or functions) to send the output directly
> to the instrument track?
>
> 3. What is the C/Obj C function (or functions) required for automation?
>
> 4. How do I create the app bundle and where do I put it?
>
> 5. I have been informed that Audio Queue cannot be used in an au plugin.
> Is this true? Is there an alternative that operates in essentially the same
> manner?
>
> Currently, the synth is for my own personal use for composing opera and
> songs using custom instrumental sounds. I am not fooling around. See
> soundcloud.com/steven-brawer for a sci-fi opera composed entirely with
> Logic 9.
>
> I use XCode 5.1.1, Logic Pro 10.0.7, OSX 10.8.5. I plan to upgrade to
> Yosemite, Logic 10.1 and the most recent XCode when I see from the forums
> that things have settled down sufficiently.
>
> Thank you in advance.
>
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