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Re: Asynchronous Audio Again
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Re: Asynchronous Audio Again


  • Subject: Re: Asynchronous Audio Again
  • From: Luke Bellandi <email@hidden>
  • Date: Mon, 5 Apr 2004 10:02:02 -0700

NSSound *only* works asynchronously: no need to create separate threads in your app. It's also smart enough to retain itself until it's done playing, so you can initialize an NSSound object, start it playing, and release it before it's done playing and it does the right thing (i.e., you won't crash your app by deallocating the memory used for playback.)

Clients can find out when the sound is done playing by setting a delegate and implementing - sound:didFinishPlaying: in that delegate.

- Luke


On Apr 1, 2004, at 7:03 PM, Roger Eastman wrote:

I tried NSSound. It did not used to do sound channels like SndPlay et al. I received an e-mail saying that NSSound has been updated to do asynchronous sound, though. I will check it out. Thanks.

Roger Eastman

On Apr 1, 2004, at 12:00 AM, Markus Hitter wrote:


Am 01.04.2004 um 03:37 schrieb Roger Eastman:

I was hoping that there would be a simple function similar to the old SndPlay function in MacOS 9.x with a flag to turn on asynchronous sound.

What's about NSSound? Should be a matter of one or two lines to get your sound playing.

The NSSound class provides a simple interface for loading and playing AIFF, WAV, and NeXT .snd files. NSSound supports 16-bit, mono and stereo, 44.1KHz and 22.05KHz data.

Didn't test wether it allows to play asynchonously. If not, put it in its own thread. One additional line of code.


For even more functionality, there is NSMovieView which basically supports everything QuickTime does.


Cheers,
Markus

- - - - - - - - - - - - - - - - - - -
Dipl. Ing. Markus Hitter
http://www.jump-ing.de/
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