VocalEasel/Sources/CoreAudioSDK/AUOutputBL.h

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/* Copyright: <09> Copyright 2005 Apple Computer, Inc. All rights reserved.
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc.
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*/
/*=============================================================================
AUOutputBL.h
=============================================================================*/
#ifndef __AUOutputBL_h__
#define __AUOutputBL_h__
#include "CAStreamBasicDescription.h"
#if !defined(__COREAUDIO_USE_FLAT_INCLUDES__)
#include <CoreServices/CoreServices.h>
#else
#include <AssertMacros.h>
#endif
// ____________________________________________________________________________
//
// AUOutputBL - Simple Buffer List wrapper targetted to use with retrieving AU output
// Works in one of two ways (both adjustable)... Can use it with NULL pointers, or allocate
// memory to receive the data in.
// Before using this with any call to AudioUnitRender, it needs to be Prepared
// as some calls to AudioUnitRender can reset the ABL
class AUOutputBL {
public:
// you CANNOT use one of these - it will crash!
// AUOutputBL ();
// this is the constructor that you use
// it can't be reset once you've constructed it
AUOutputBL (const CAStreamBasicDescription &inDesc, UInt32 inDefaultNumFrames = 512);
~AUOutputBL();
void Prepare ()
{
Prepare (mFrames);
}
// this version can throw if this is an allocted ABL and inNumFrames is > AllocatedFrames()
// you can set the bool to true if you want a NULL buffer list even if allocated
// inNumFrames must be a valid number (will throw if inNumFrames is 0)
void Prepare (UInt32 inNumFrames, bool inWantNullBufferIfAllocated = false);
AudioBufferList* ABL() { return mBufferList; }
// You only need to call this if you want to allocate a buffer list
// if you want an empty buffer list, just call Prepare()
// if you want to dispose previously allocted memory, pass in 0
// then you either have an empty buffer list, or you can re-allocate
// Memory is kept around if an Allocation request is less than what is currently allocated
void Allocate (UInt32 inNumberFrames);
UInt32 AllocatedFrames() const { return mFrames; }
const CAStreamBasicDescription& GetFormat() const { return mFormat; }
#if DEBUG
void Print();
#endif
private:
UInt32 AllocatedBytes () const { return (mBufferSize * mNumberBuffers); }
CAStreamBasicDescription mFormat;
Byte* mBufferMemory;
AudioBufferList* mBufferList;
UInt32 mNumberBuffers;
UInt32 mBufferSize;
UInt32 mFrames;
// don't want to copy these.. can if you want, but more code to write!
AUOutputBL () {}
AUOutputBL (const AUOutputBL &c) {}
AUOutputBL& operator= (const AUOutputBL& c) { return *this; }
};
#endif // __AUOutputBL_h__