Re: TimeStamp passed to RenderProc when using MusicPlayer
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
email@hidden
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