• IAudioProcessingObjectRT
  • IAudioProcessingObject::GetLatency
  • Custom Audio Effects in Windows Vista Custom Audio Effects in Windows Vista




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    How to Implement a Custom sAPO


    Custom sAPOs are implemented as in-process COM objects and packaged as DLLs. This section outlines the basics of how to implement an sAPO. For details, see the sAPO software development kit (SDK), which is part of the Platform SDK. The following list gives some basic design considerations.

    • An sAPO can have one input and one output connection. This connection is an audio buffer and can be multichannel.

    • An sAPO must be real-time compatible. This means:

    • All buffers that are processed by the sAPO must be nonpageable.

    • All code and data in the process path must be nonpageable.

    • All methods that are members of real-time interfaces must be implemented as nonblocking. They should not block, use paged memory, or call any blocking system routines. Note that most system routines are blocking. Real-time interfaces are identified by an “RT” at the end of their name, such as IAudioProcessingObjectRT.

    • Real-time compatible sAPOs can be used in contexts that do not require real-time processing.

    • An sAPO can modify only the audio data that is passed to it through its IAudioProcessingObjectRT::APOProcess routine. It cannot change the settings of the underlying logical device, including its KS topology.

    • GFX sAPOs must process data by using a format with a fixed frame size. The frame size is specified by the advertised supported format. The format is static for both input and output.

    • GFX sAPOs should avoid introducing more than 10 ms of latency into the audio processing chain. An sAPO reports this latency through the IAudioProcessingObject::GetLatency API.





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    Custom Audio Effects in Windows Vista Custom Audio Effects in Windows Vista

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