// is expected to deal with same channel valance in and out
if (result)
{
- if (Comp().Desc().IsEffect() && (inChannelsIn == inChannelsOut)
- || Comp().Desc().IsOffline() && (inChannelsIn == inChannelsOut))
+ if ((Comp().Desc().IsEffect() && (inChannelsIn == inChannelsOut))
+ || (Comp().Desc().IsOffline() && (inChannelsIn == inChannelsOut)))
{
return true;
}
{
return 1;
}
+ else if (Comp().Desc().IsGenerator() || Comp().Desc().IsMusicDevice()) {
+ // directly query Bus Formats
+ // Note that that these may refer to different subBusses
+ // (eg. Kick, Snare,.. on a Drummachine)
+ // eventually the Bus-Name for each configuration should be exposed
+ // for the User to select..
+
+ UInt32 elCountIn, elCountOut;
+
+ if (GetElementCount (kAudioUnitScope_Input, elCountIn)) return -1;
+ if (GetElementCount (kAudioUnitScope_Output, elCountOut)) return -1;
+
+ cnt = std::max(elCountIn, elCountOut);
+
+ *chaninfo = (AUChannelInfo*) malloc (sizeof (AUChannelInfo) * cnt);
+
+ for (unsigned int i = 0; i < elCountIn; ++i) {
+ UInt32 numChans;
+ if (NumberChannels (kAudioUnitScope_Input, i, numChans)) return -1;
+ (*chaninfo)[i].inChannels = numChans;
+ }
+ for (unsigned int i = elCountIn; i < cnt; ++i) {
+ (*chaninfo)[i].inChannels = 0;
+ }
+
+ for (unsigned int i = 0; i < elCountOut; ++i) {
+ UInt32 numChans;
+ if (NumberChannels (kAudioUnitScope_Output, i, numChans)) return -1;
+ (*chaninfo)[i].outChannels = numChans;
+ }
+ for (unsigned int i = elCountOut; i < cnt; ++i) {
+ (*chaninfo)[i].outChannels = 0;
+ }
+ return 0;
+ }
else
{
// the au should either really tell us about this