*/
/*=============================================================================
AUOutputBL.h
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+
=============================================================================*/
#include "AUOutputBL.h"
void AUOutputBL::Prepare (UInt32 inNumFrames, bool inWantNullBufferIfAllocated)
{
UInt32 channelsPerBuffer = mFormat.IsInterleaved() ? mFormat.NumberChannels() : 1;
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+
if (mBufferMemory == NULL || inWantNullBufferIfAllocated)
{
mBufferList->mNumberBuffers = mNumberBuffers;
UInt32 nBytes = mFormat.FramesToBytes (inNumFrames);
if ((nBytes * mNumberBuffers) > AllocatedBytes())
throw OSStatus(-10874);//(kAudioUnitErr_TooManyFramesToProcess);
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+
mBufferList->mNumberBuffers = mNumberBuffers;
AudioBuffer *buf = &mBufferList->mBuffers[0];
Byte* p = mBufferMemory;
if (inNumFrames)
{
UInt32 nBytes = mFormat.FramesToBytes (inNumFrames);
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+
if (nBytes <= AllocatedBytes())
return;
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+
// align successive buffers for Altivec and to take alternating
// cache line hits by spacing them by odd multiples of 16
if (mNumberBuffers > 1)
nBytes = (nBytes + (0x10 - (nBytes & 0xF))) | 0x10;
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+
mBufferSize = nBytes;
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+
UInt32 memorySize = mBufferSize * mNumberBuffers;
Byte *newMemory = new Byte[memorySize];
memset(newMemory, 0, memorySize); // make buffer "hot"
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+
Byte *oldMemory = mBufferMemory;
mBufferMemory = newMemory;
delete[] oldMemory;
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+
mFrames = inNumFrames;
}
else