processBlock using AudioBuffer<double>

I noticed that "processBlock( AudioBuffer<float>&, … ) " is pure virtual.

I’d like to use “processBlock(AudioBuffer<double>&, …)” in my code. How would the host “decide” which one to call?

If you override AudioProcessor::supportsDoublePrecision() to return true, the host knows that double processing is generally supported and might decide to call that overload instead of the default float one. Still, you should be prepared for a host only supporting float, so always implement both of them.

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I did not know any of that. THANK YOU!

I’m quite new to the world of Audio Engineering.