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Re: TimeStamp passed to RenderProc when using MusicPlayer
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Re: TimeStamp passed to RenderProc when using MusicPlayer


  • Subject: Re: TimeStamp passed to RenderProc when using MusicPlayer
  • From: Bill Stewart <email@hidden>
  • Date: Wed, 16 Apr 2003 18:58:40 -0700

Nope...

You can't make any of these assumptions.

The sample count just increments and in fact it would be really bad if you tried to decrement it - if you want to loop, etc, then use either the loop properties on the MusicTrack objects or the SetTime call on the MusicPlayer

Bill

On Monday, April 14, 2003, at 10:17 PM, Philippe Wicker wrote:

Hi the list,

I'm wondering what is the expected behavior of the MusicPlayer concerning the AudioTimeStamp value passed to AUs in the target AUGraoh. In a recent thread, it has been said that 'mSampleTime' field will allways be meaningful (from the HAL point of view). Can we assume that this field starts from 0 when the MusicPlayer starts playing? Can we assume that this field will reflects loop state (if L is the sample time at left locator point, and R the sample time at right locator point, then this field will periodically increase from L to R, "drawing" a saw tooth curve)?

Thanks,

Philippe Wicker
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