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Re: CoreAudio rewrite of SndPlayDoubleBuffer
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Re: CoreAudio rewrite of SndPlayDoubleBuffer


  • Subject: Re: CoreAudio rewrite of SndPlayDoubleBuffer
  • From: Jeff Evans <email@hidden>
  • Date: Wed, 26 Jun 2002 22:14:22 -0700

You might want to check this link:
http://developer.apple.com/samplecode/Sample_Code/Sound/CarbonSndPlayDB/Carb
onSndPlayDB.c.htm. That's a Carbon substitute for SndPlayDoubleBuffer, and
it works perfectly as near as I can tell.


Yours, Jeff

> My Cocoa program needs to produce continuous sound whose samples are
> computed in real time. I am essentially trying to duplicate the
> behavior of SndPlayDoubleBuffer from the classic MacOS -- or similarly,
> the effect you can get by sending an endless sequence of 'buffer' and
> 'callback' commands to a SndChannel, ping-ponging in alternation between
> two buffers of samples.
>
> I have some rules about the sound: it must be played at 22050 Hz, must
> be 8-bit, unsigned (128-centered), linear (not logarithmic), and
> monophonic (not stereo).
>
> By mimicking code that I found in the Developer/Examples subtree, I am
> nearly there. Specifically, I refer you to the file
> 'UsingDefaultNoAC.cpp', way down in the CoreAudio example projects, in
> which file lies code that computes and plays a sine wave in real time.
> I've understood most of this code, but a few questions remain despite my
> scouring through the documentation. (CoreAudio, it seems, has really
> meager online documentation. Apologies though if I've somehow missed
> it.)
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References: 
 >CoreAudio rewrite of SndPlayDoubleBuffer (From: Colin Klipsch <email@hidden>)

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