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Re: Cocoa Sounds
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Re: Cocoa Sounds


  • Subject: Re: Cocoa Sounds
  • From: Jens Alfke <email@hidden>
  • Date: Mon, 9 Nov 2009 16:55:59 -0800


On Nov 9, 2009, at 4:43 PM, Chunk 1978 wrote:

i've also only read about the complexity of OpenAL, which i assume is
even more low level in the sense that CoreAudio to OpenAL it's
anologous to CoreAnimation to OpenGL.

Not really; it might even be the other way around. OpenAL is a cross- platform API that, on Mac, is implemented on top of CoreAudio. The CoreAudio APIs have varying degrees of complexity, but most of them are pretty low-level, i.e. you're dealing directly with buffers full of samples and shoveling them around on background threads.


There is unfortunately nothing comparable to CoreAnimation for audio. You get NSSound, where you can play a canned sound in one line but can't do anything interesting with it; QTKit, which gives you multimedia support; AudioQueue and AudioFile, where you can write several pages of C code to load, play and record audio data; and AudioUnits where you can write pages and pages of gnarly C++ code to perform fancy real-time audio processing. (That's not strictly accurate, but I think it's a fair ballpark view.)

—Jens_______________________________________________

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References: 
 >Cocoa Sounds (From: Chunk 1978 <email@hidden>)
 >Re: Cocoa Sounds (From: lbland <email@hidden>)
 >Re: Cocoa Sounds (From: Chunk 1978 <email@hidden>)
 >Re: Cocoa Sounds (From: "Sean McBride" <email@hidden>)
 >Re: Cocoa Sounds (From: Chunk 1978 <email@hidden>)
 >Re: Cocoa Sounds (From: Jens Alfke <email@hidden>)
 >Re: Cocoa Sounds (From: Chunk 1978 <email@hidden>)

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