Download the samples here (see Download button at the top): 

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

Should have everything you need unless anyone knows a newer version.

On 20 Sep 2015, at 17:12, Steven Brawer <[email protected]> 
wrote:

> I have added the following frameworks to a project: CoreMIDI, CoreAudio, 
> CoreAudioKit, AudioToolbox, AudioUnit (XCode 7, OSX10.10.5). These were 
> downloaded when I upgraded the OS and XCode, and are in 
> System/Library/Frameworks, all dated with the date of my upgrade of OSX. 
> 
> All I see in the project are headers. 
> 
> There is a MusicDevice.h, but no MusicDeviceBase.h. There are no AUEffect….. 
> .h of any kind.  Am I missing a framework, have things changed considerably, 
> or am I supposed to be using other frameworks that were not downloaded?
> 
> Thanks
> 
> Steve
> 
> 
> On Sep 19, 2015, at 6:15 PM, Brian Willoughby <[email protected]> wrote:
> 
> Yes. AUEffectBase handles one input stream to one output stream. All the 
> classes like AUInlineEffectBase and AUMIDIEffectBase that inherit from 
> AUEffectBase have the same assumptions. At the moment, I can't remember 
> whether additional streams require moving away from AUEffectBase or if there 
> are easy ways to adapt it. I do recall that I never finished my side-chain 
> effect that requires a second input stream.
> 
> You're on the right track with MusicDeviceBase. If you search for that class, 
> you'll probably find more help getting started in that area. Synths are a bit 
> more rare than effects that have audio input, so you might have to search a 
> little further.
> 
> Of course, the rarest plug-in is a synth that also accepts input audio for 
> any reason - whether side-chain, modulation, envelope tracking, etc.
> 
> Brian Willoughby
> 
> 
> On Sep 19, 2015, at 2:50 PM, Steven Brawer 
> <[email protected]> wrote:
>> Thank you so much. This is really a big help.  I am planning a plug-in synth 
>> to generate audio, so I will start with MusicDeviceBase and plow on from 
>> there.
>> 
>> If a class name includes the word “Effect”,  would it be for an effect 
>> plug-in and not a synth plug-in? (That is, such a class expects a stream 
>> input at the very least.)
>> 
>> Steve
>> 
>> 
>> On Sep 19, 2015, at 5:33 PM, Brian Willoughby <[email protected]> 
>> wrote:
>>> Ultimately, it's AUBase.
>>> 
>>> However, you're most likely to use something like AUEffectBase, 
>>> AUInlineEffectBase, MusicDeviceBase, or AUMIDIEffectBase (which 
>>> incorporates AUMIDIBase).
>>> 
>>> It's very difficult to work directly with AUBase unless you understand how 
>>> to provide everything required. The subclasses are there to provide the 
>>> general stuff for nearly all possibilities.
>>> 
>>> If you have a synthesis plug-in, i.e. one that generates audio, then start 
>>> with MusicDeviceBase. If you have a standard effect, AUEffectBase is the 
>>> most common - one stream in, one stream out, any number of channels. There 
>>> are a few effects where AUInlineEffectBase makes sense, but it may not 
>>> always be easy to know when to choose it over AUEffectBase. 
>>> AUMIDIEffectBase combines AUEffectBase and AUMIDIBase, but I don't believe 
>>> that there are any base classes which combine MusicDeviceBase and 
>>> AUEffectBase, but I can't recall if there are actually any valid scenarios 
>>> where that would be needed.
>>> 
>>> Brian Willoughby
>>> Sound Consulting
>>> 
>>> On Sep 19, 2015, at 1:29 PM, Steven Brawer 
>>> <[email protected]> wrote:
>>>> What is the Core-Audio base class for creating a logic pro plug-in? 
> 
> 
> 
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