<commit_before>//
//  CustomAudioUnit.cpp
//  Demo
//
//  Created by Philadelphia Game Lab on 6/11/14.
//  Copyright (c) 2014 Philadelphia Game Lab. All rights reserved.
//

#include "CustomAudioUnit.h"


static OSStatus recordingCallback (void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) {
    
    //Please dont remove the following commented code
    //The following code will be used if we use recording callback
    
    //TODO: Use inRefCon to access our interface object to do stuff
    //Then use inNumberFrames to figure out how much data is available and make that much space available in buffers in AudioBufferList
    
    //AudioBufferList list;
    //list.mNumberBuffers = 1;
    //list.mBuffers[0].mData = sampleBuffer;
    //list.mBuffers[0].mDataByteSize = 2* inNumberFrames;<commit_msg>moved #defines to .h file<commit_after>//
//  CustomAudioUnit.cpp
//  Demo
//
//  Created by Philadelphia Game Lab on 6/11/14.
//  Copyright (c) 2014 Philadelphia Game Lab. All rights reserved.
//

#include "CustomAudioUnit.h"

static OSStatus recordingCallback (void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) {
    
    //Please dont remove the following commented code
    //The following code will be used if we use recording callback
    
    //TODO: Use inRefCon to access our interface object to do stuff
    //Then use inNumberFrames to figure out how much data is available and make that much space available in buffers in AudioBufferList
    
    //AudioBufferList list;
    //list.mNumberBuffers = 1;
    //list.mBuffers[0].mData = sampleBuffer;
    //list.mBuffers[0].mDataByteSize = 2* inNumberFrames;
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