RE: Opinions sought: AudioUnit Rendering
RE: Opinions sought: AudioUnit Rendering
- Subject: RE: Opinions sought: AudioUnit Rendering
- From: "Dana Massie" <email@hidden>
- Date: Wed, 6 Mar 2002 08:38:29 -0800
This is similar to what I like to do also. There are a lot of cases were
audio processing algorithms have variable numbers of samples either on the
input or the output, (depending upon the architecture) Sample Rate
converters and Time Scaling operations, most notably.
If the number of samples is zero, then the unit can perform zero work.
A reverb could optionally decide to continue producing output samples, if it
knows that there is a decay continuing. But it is hard to code up a reverb
to be smart enough to know what to do with zero input samples. Somebody has
to check the reverb output and determine if it is above some threshold
before shutting it down. Historically, I have never seen a system that did
this.
-Dana Massie
Dana C. Massie FluxNetwork, Inc.
Mobile: 831.234.0479 Main: 831.423.1695 Fax: 831.423.1638
email@hidden www.FluxNetwork.com
435 Front Street
Santa Cruz, CA 95061-1205
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-----Original Message-----
From: email@hidden
[
mailto:email@hidden]On Behalf Of Douglas Wright
Sent: Tuesday, March 05, 2002 11:19 PM
To: CoreAudio API
Subject: Re: Opinions sought: AudioUnit Rendering
I prefer to have the byte count set to the number of valid samples in the
buffer. The buffer can still be there and full of zeros for units that
don't check. For units that do, units that would be expensive to leave on
and who's authors take the time to figure this out, they can handle 0, or
any other number for that matter, up to the actual size of the buffer. So
if a sampler unit finishes playing back a sample half way through a buffer
and the rest is filled with silence, it can indicate that as well as cases
where the entire buffer is silence.
later,
dug
Douglas Wright - email@hidden
Bias, Inc. -
http://www.bias-inc.com
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