MusicDevice.h is not a class, nor are any classes named MusicDevice (or MusicDeviceBase) declared in this file, nor does it include or reference MusicDeviceBase. Rather, besides C-structs and some other definitions, this file contains only calls to C functions (externs). Also, this file (and others) has LOTS of documentation (uncharacteristic).
So, perhaps Apple is providing in these frameworks a set of functions to use. I think I did read somewhere that Apple was overhauling Core Audio, so maybe this is it. Perhaps now one is expected to roll one’s own classes, or Apple will (has already???) come up with some classes. I will check out the downloads and compare the C functions to the .cpp files of the older frameworks. Thanks Steve On Sep 20, 2015, at 12:18 PM, Jim Credland <[email protected]> wrote: Download the samples here (see Download button at the top): https://developer.apple.com/library/mac/samplecode/sc2195/Introduction/Intro.html <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] <mailto:[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] > <mailto:[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] > <mailto:[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] >> <mailto:[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] >>> <mailto:[email protected]>> wrote: >>>> What is the Core-Audio base class for creating a logic pro plug-in? > > > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Coreaudio-api mailing list ([email protected] > <mailto:[email protected]>) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/coreaudio-api/jim%40cernproductions.com > > <https://lists.apple.com/mailman/options/coreaudio-api/jim%40cernproductions.com> > > This email sent to [email protected]
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