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. > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Coreaudio-api mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/coreaudio-api/recapitch%40gmail.com > > This email sent to [email protected] >
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