nickdowell / appleusbaudio-273.4.1 Goto Github PK
View Code? Open in Web Editor NEWSource code for AppleUSBAudio that used to be published on https://opensource.apple.com
Source code for AppleUSBAudio that used to be published on https://opensource.apple.com
very very nice job
it never occurred me (i've never really needed the OOP paradigm) that i should create an audiostream class to override the getCurrentSampleFrame currently used by the main ioaudioengine.
i was looking at my cinema display in the sound settings today and i noticed it, like the xonar cards i'm trying to get working, uses a singular engine for both input and output streams. and they work.
so then i asked, how did they do it when getCurrentSampleFrame for one engine only works for one stream?
answer: they overrode the audiostream class and then "pushed down" the getCurrentSampleFrame function.
then they just called this function in the main getCurrentSampleFrame function and voila, each stream's pointers are updated with the subclass calls and the performErase call is also seemingly happy.
what the fuck man my mind is blown!! this will give me ideas for sure.
there is a lot more work to be done now, but ofc the little island comes through.
wow!!
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