Re: Playing 2 or more audio data simultaneously
Re: Playing 2 or more audio data simultaneously
- Subject: Re: Playing 2 or more audio data simultaneously
- From: Baron <email@hidden>
- Date: Wed, 18 Sep 2002 09:53:02 -0700
You can use AudioUnits and set up an AUGraph. Connect a mixer AU to the
default output unit and your good to go to mix as many busses (mixer inputs)
as you like. By outputting the mixer AU to the default output unit, your
sound will be directed to the same output hardware that would be used by the
Sound Manager. There is example code in the CoreAudio SDK
(
http://developer.apple.com/audio/) or at
/Developer/Examples/CoreAudio/Services/ if you have the developer package
installed.
Bob Aron
--
CoreAudio Team
Apple Computer Inc.
>
On Wednesday, September 18, 2002, at 08:28 AM, Robert Goulet wrote:
>
> Hello! I'm currently developping audio stuff for our product, and I
>
> was wondering if it would be better if I use SoundManager or CoreAudio
>
> for an application that needs to mix sound (i.e. play 2 or more .wav
>
> file simultaneously) with very low latency. I personality think that
>
> CoreAudio is the way to go, but I didn't found how to play 2 or more
>
> .wav file simultaneously without doing the sound mixing myself....
>
>
>
> It is possible to mix sound with core audio? I'm currently able to
>
> play a single audio file because I don't understand how am I suppose
>
> to have more than one buffer in my output audio buffer list that I
>
> receive in my AudioIOProc. Am I completely wrong?
>
>
Is it impractical to use more than 1 IOProc? I would assume that if
>
multiple applications use Core Audio and each has its own IOProc, that
>
mixing would occur. Why not in the same application?
>
>
- Patrick
>
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