Re: Core Audio for a Game Engine
Re: Core Audio for a Game Engine
- Subject: Re: Core Audio for a Game Engine
- From: Howard Moon <email@hidden>
- Date: Wed, 20 Aug 2003 08:04:23 -0700
Pitch is harder as I don't believe
there is a built in pitch changer audio unit (and on such a unit you
would just change a parameter on it and feed it's output to the
mixer).
Yeah, that's why Core Audio baffles me. Pitch changes are a
fundamental
part of any game's audio system, yet there doesn't appear to be any
way to
do it in Core Audio.
Pitch changes in games are changes to settings in tone/signal
generators. You specify a pitch in the API call for generating the
note. This is VASTLY different from changing the pitch of audio that
is being fed into an effect. Pitch change is VERY difficult to
achieve, at least with any quality. Generating different tones is easy
(at least in some API's), although I daresay I have no idea how to use
CoreAudio to generate sound (aside from calculating and outputting the
sample values themselves).
That's the question that you need to ask..."how do I GENERATE different
tones, and different waveforms (sine, square, etc.)".
-Howard
_______________________________________________
coreaudio-api mailing list | email@hidden
Help/Unsubscribe/Archives:
http://www.lists.apple.com/mailman/listinfo/coreaudio-api
Do not post admin requests to the list. They will be ignored.