Thanks Urs!

Big fan of your synths!

cheers
- Taylor

On Tue, Jun 16, 2015 at 3:45 AM, Urs Heckmann <[email protected]> wrote:

> Hi,
>
> We have built various AU bundles with multiple components in one binary.
>
> You just keep adding, like this:
>
> #include <AudioUnit/AudioUnit.r>
> #include <AudioUnit/AudioUnitCarbonView.r>
>
> #define RES_ID 1100
> #define COMP_SUBTYPE 'SMD2'
> #define COMP_MANUF 'UHfX'
> #define COMP_TYPE 'aumu'
> #define VERSION VERSION_ZEBRA2
> #define NAME "u-he: Zebra2"
> #define DESCRIPTION "AudioModulesMD"
> #define ENTRY_POINT "AudioModulesMDEntry"
>
> #include "AUResources.r"
>
> #define RES_ID 1150
> #define COMP_SUBTYPE 'SMD3'
> #define COMP_MANUF 'UHfX'
> #define COMP_TYPE 'aumu'
> #define VERSION VERSION_ZEBRA2
> #define NAME "u-he: Zebralette"
> #define DESCRIPTION "AudioModulesMD"
> #define ENTRY_POINT "AudioModulesMDEntry"
>
> #include "AUResources.r"
>
> #define RES_ID 1200
> #define COMP_SUBTYPE 'reV0'
> #define COMP_MANUF 'UHfX'
> #define COMP_TYPE 'aumf'
> #define VERSION VERSION_ZEBRA2
> #define NAME "u-he: ZRev"
> #define DESCRIPTION "AudioModulesAU"
> #define ENTRY_POINT "AudioModulesAUEntry"
>
> #include "AUResources.r"
>
> #define RES_ID 1209
> #define COMP_SUBTYPE 'SMY2'
> #define COMP_MANUF 'UHfX'
> #define COMP_TYPE 'aumf'
> #define VERSION VERSION_ZEBRA2
> #define NAME "u-he: Zebrify"
> #define DESCRIPTION "AudioModulesAU"
> #define ENTRY_POINT "AudioModulesAUEntry"
>
> #include “AUResources.r"
>
> //
> ____________________________________________________________________________
> // component resources for Audio Unit Carbon View
> #define RES_ID 2000
> #define COMP_TYPE 'auvw'
> #define COMP_SUBTYPE 'SMD2'
> #define COMP_MANUF 'UHfX'
> #define VERSION VERSION_ZEBRA2
> #define NAME "u-he: Zebra2"
> #define DESCRIPTION "AudioModulesAUView"
> #define ENTRY_POINT "AudioModulesAUViewEntry"
>
> #include “AUResources.r"
>
>
> Cheers,
>
> - Urs
>
> On 16 Jun 2015, at 09:17, Taylor Holliday <[email protected]> wrote:
>
> Oh, actually it's the same exact class, so my question is really how to
> set up a bundle with two AUs in it.
>
> Looks like I have to keep using the .r file for compatibility with Ableton
> Live (possibly others). I tried two .r files (effect and instrument) but
> that only produced one AU. My .r file looks like:
>
> #include <AudioUnit/AudioUnit.r>
>
> #include "AudulusAUVersion.h"
>
> // Note that resource IDs must be spaced 2 apart for the 'STR ' name and
> description
> #define kAudioUnitResID_Audulus 1000
>
> #define RES_ID kAudioUnitResID_Audulus
> #define COMP_TYPE kAudioUnitType_MusicDevice
> #define COMP_SUBTYPE Audulus_COMP_SUBTYPE
> #define COMP_MANUF Audulus_COMP_MANF
>
> #define VERSION kAudulusAUVersion
> #define NAME "Audulus: Audulus"
> #define DESCRIPTION "Audulus"
> #define ENTRY_POINT "AntimatterAUEntry"
>
> #include "AUResources.r"
>
> How can I add a second AU to the .r file?
>
> thanks!
>
> On Mon, Jun 15, 2015 at 11:40 PM, Jens Alfke <[email protected]> wrote:
>
>>
>> On Jun 15, 2015, at 9:53 PM, Taylor Holliday <[email protected]> wrote:
>>
>> Is there a way I could include both AUs in a single bundle?
>>
>>
>> You’d have to rename that class in one of the bundles. Objective-C
>> doesn’t allow two classes with the same name to be loaded in the same
>> process.
>>
>> Usually the easiest way to do this without having to edit a bunch of
>> source code is to use the preprocessor, e.g. in one of the targets use a
>> prefix header that contains
>> #define AUViewListener AUViewListenerForInstrument
>>
>> —Jens
>>
>
>
>
> --
> *W. Taylor Holliday*
> Founder
> Audulus LLC
>
>
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>


-- 
*W. Taylor Holliday*
Founder
Audulus LLC
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