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Home/ Questions/Q 6111441
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T14:37:51+00:00 2026-05-23T14:37:51+00:00

Is there a way for an Audio Unit host to step through a plugin’s

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Is there a way for an Audio Unit host to step through a plugin’s parameters and gain such information as:

  • parameter name as a string e.g. “Delay Time”
  • parameter range (minimum, maximum)
  • parameter units (e.g. seconds)
  • parameter control (e.g. slider)

AFAICT this information is available in the plugin, but I can’t figure out how to query it from the host side.

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  1. Editorial Team
    Editorial Team
    2026-05-23T14:37:51+00:00Added an answer on May 23, 2026 at 2:37 pm

    You’ll first need to #import CAAUParameter and AUParamInfo (which can be found in /Developer/Extras/CoreAudio/PublicUtility).

    EDIT: These files are now found in the “Audio Tools For Xcode” package. You can get it by going to Xcode > Open Developer Tool > More Developer Tools…

    Assuming you have an AudioUnit called theUnit The following code will set you up to iterate through theUnit‘s parameters:

    bool includeExpert   = false;
    bool includeReadOnly = false;
    
    AUParamInfo info (theUnit, includeExpert, includeReadOnly); 
    
    for(int i = 0; i < info.NumParams(); i++)
    {
        if(NULL != info.GetParamInfo(i))
        {
            // Do things with info here
        }
    }
    

    For example, info.GetParamInfo(i))->ParamInfo() will give you an AudioUnitParameterInfo struct which is defined as follows:

    typedef struct AudioUnitParameterInfo
    {
        char                        name[52];
        CFStringRef                 unitName;
        UInt32                      clumpID;
        CFStringRef                 cfNameString;
        AudioUnitParameterUnit      unit;                       
        AudioUnitParameterValue     minValue;           
        AudioUnitParameterValue     maxValue;           
        AudioUnitParameterValue     defaultValue;       
        UInt32                      flags;              
    } AudioUnitParameterInfo;
    

    Note that you’ll need to open the AudioUnit first (eg. by calling AUGraphOpen() on the Graph which contains the unit).

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