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Re: Getting started on audio streams
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Re: Getting started on audio streams


  • Subject: Re: Getting started on audio streams
  • From: john <email@hidden>
  • Date: Thu, 18 Dec 2003 18:34:25 -0500

Hi Asher,

I don't know of any prefabbed code exactly for what you're looking for, but if you take some time to look through things you can probably figure it out. To do what you want won't require a lot of code.

You might want to check out the AudioFile API. Although it's not in ObjC, it is in plain C so you can easily incorporate it into your Cocoa app. This would spare you the details of dealing with audio headers. However, if you do a little bit of research you could write your own code for reading and writing audio headers - basic AIFF and WAVE is pretty simple.

Whether you use the AudioFile API or use Cocoa's NSFileHandle (if you write your own headers), you can read/write whatever you want to/from the audio file.

Hope that helps a bit.

-- John


Hey, to anyone out there who wouldn't mind lending a hand.

I'm interested in getting started on a stand alone Cocoa based application that processes an audio data stream, using CoreAudio.

The requirements include:
1. Opening an Audio File,
2. Reading the audio stream from the file into an input buffer,
3. Accessing the audio stream in the input buffer using a loop (while or for),
4. Writing the processed audio stream into an output buffer and
5. Saving the output buffer audio stream to a new Audio File.

We are attempting this to implement our own sample rate conversion algorithm that can be used outside the traditional plug-in environment. Therefore, preview and playback are not requirements, however access to the audio stream is a must.

We understand that this maybe asking a lot but we are hoping that there maybe someone out there with some useful skeleton code?

Thanx
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References: 
 >Getting started on audio streams (From: "Asher Vander Heiden" <email@hidden>)

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