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AUOutputBL.h

/*    Copyright:  © Copyright 2005 Apple Computer, Inc. All rights reserved.

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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 (const AUOutputBL &c) {}
      AUOutputBL& operator= (const AUOutputBL& c) { return *this; }
};

#endif // __AUOutputBL_h__

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