I need to be able to stream audio over a bluetooth connection (using
a custom protocol) as "live" as possible. I've already got code that
uses the SequenceGrabber to record a video to disk, with a fast
SequenceGrabber->GWorld->OpenGL path which allows me to get the raw
image from the GWorld in real-time to send over the bluetooth
connection also. And, it records the audio to disk.
But I can't figure out streaming audio, since its a bit more
strange. I can update a picture as fast as possible, but I can't
just use getActiveLevels(), since what I really need is to have the
audio data come in at the sample rate that is specified, rather than
the rate that I can call getActiveLevels(). Is there a way I can use
an SGDataProc or something to register a callback when data is
available?