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I too am trying to write out a QT movie using SCAudioFillBuffer, i am being handed a (video) frame and a frame's worth of uncompressed audio (44k, 16 bit big endian int, interleaved stereo) How do I calculate how many packets to ask for, that results in exactly N bytes of uncompressed audio getting sucked thru? for example: i need to pull exactly 2940 (uncompressed audio) samples per (video) frame (it's 15 fps). going from what you said below: Unfortunately, that is a float number: 2.87109 "compressed" packets is what I apparently need to request, in order to pull out exactly 2940 uncompressed samples on this frame. If I round up, i run out of audio before i run out of video, they're supposed to finish at the same time. Then i think, well i'll only return 2940 samples no matter how many they ask for, yeah that'll show 'em! But, what happens is, SCAudioFillBuffer()doesn't just return to the caller if, in my input callback, i say "i'm only going to give you 2940 samples", what happens is my input callback is called *repeatedly* until SCAudioFillBuffer() is satisfied, and THEN it returns. Is there some setting i've missed? should i just accumulate my audio and wait until there's at least an even multiple and THEN process it?
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| References: | |
| >RE: SCAudioFillBuffer (From: "Joe Honoroff" <email@hidden>) | |
| >Fwd: SCAudioFillBuffer (From: Brad Ford <email@hidden>) |
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