Re: Playing wave file data
Re: Playing wave file data
- Subject: Re: Playing wave file data
- From: William Stewart <email@hidden>
- Date: Thu, 16 Oct 2003 14:28:57 -0700
And of course you can create an AudioConverter to do this conversion
(to/from int-float, deinterleave, etc)...
Also, I should add that interfacing directly with the I/O Proc for I/O
can be alot more work than you actually need to do. The Output Unit
will do this interface for you, there is no additional latency, and it
will also take a pretty broad range of formats and convert them to the
device for you. This gets to be a lot of work with the different kinds
of devices that are available on the market, and the output unit hides
all of this detail from you.
There's some example code on how to use this in
/Developer/Examples/CoreAudio/Services
Bill
On 15/10/2003, at 3:39 PM, Herbie Robinson wrote:
At 4:07 PM -0400 10/15/03, Steve Bird wrote:
--- There *-IS-* some math behind this - don't just make up a number.
If it's 16-bit sound, it has a range of -32768..+32767. So divide
(using floating-point arithmetic) the sound integers by 32767 to get
+/- 1.00000.
Actually, you want to multiply by the constant (1.0 / 32768.0) because
multiplies are much much faster than divides and because if you use
32767, you can end up with a sample greater than -1. Another reason
to multiply by a power of 2 is because that way you don't mess up any
dither that has been added to the 16 bit samples.
--
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** http://www.curbside-recording.com/ **
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