Mailing Lists: Apple Mailing Lists
Image of Mac OS face in stamp
Re: OpenCarbon (was: Apple and Gaming: being constructive)
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: OpenCarbon (was: Apple and Gaming: being constructive)




On Nov 24, 2007, at 12:35 PM, email@hidden wrote:

The dilemma is, even in 2007, I am just getting started with parts of Carbon that Apple considers obsolete. Do I drop what I am doing and use Core Audio? I don't know. We have years invested in the Carbon sound manager, so switching is nontrivial. The task is almost as big as porting to, say, windoze. And this is perhaps 5 or 10% of our engine.

Just use CoreAudio. When you say that this is up to 10% of your engine, are we to understand that your engine is small? I fail to see how moving a single subsystem to a newer api is as big a task as porting to Windows. Granted, when I did a port in the other direction, sound was very tricky, but that was my own fault for ignoring what the Apple engineers on the CoreAudio list were telling me.


You open the default output unit, set the render callback, set your stream format and render quality, initialize the audio unit then start it. In the render function, you supply your data--I assume that you have other code that you can call to get the next n frames of data. About the only tricky thing is that if you want to ensure that the render callback is never called after you call AudioOutputUnitStop(), you have to do that from the thread on which the render callback is called. But even that is easy, just check a flag.

I don't know how many people are in this same boat, but maybe it's time to start an open source project, say OpenCarbon or OpenCharcoal or something so we don't get sued. Basically it would be Carbon wrappers over Cocoa, basically like what happened with Quesa, where they made a Quickdraw 3D wrapper over OpenGL:
[snip]
Now I suppose this might seem like a bit of a waste of time, but the truth is, my partner and I have to do this anyway.

Yes, it does, and I doubt that you _have_ to do this. Plus, I fail to see what CoreAudio has to do with Cocoa. Last time I checked, there was no convenient way to do full-featured audio from Cocoa, maybe that changed with 10.5.


[snip rant]

Well, lemme know what you think :)


I think your time would be better spent just updating the 10% of your code.

--
Steve Checkoway





_______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-games-dev mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden


References: 
 >RE: Apple and Gaming: being constructive (From: Nabil Maynard <email@hidden>)
 >Re: Apple and Gaming: being constructive (From: Geoff Stahl <email@hidden>)
 >Re: Apple and Gaming: being constructive (From: Jean-Francois Roy <email@hidden>)
 >OpenCarbon (was: Apple and Gaming: being constructive) (From: email@hidden)



Visit the Apple Store online or at retail locations.
1-800-MY-APPLE

Contact Apple | Terms of Use | Privacy Policy

Copyright © 2011 Apple Inc. All rights reserved.