Re: stretch time, keeping pitch
Re: stretch time, keeping pitch
- Subject: Re: stretch time, keeping pitch
- From: Michael Hanna <email@hidden>
- Date: Wed, 1 Dec 2004 10:26:44 -0500
Well that's really cool. Thanks for the heads-up.
Does the stream have to be uncompressed then? How does one transcode
from compressed to uncompressed?
I've never coded in C++ really, just Java, C and Objective-C, is it
really that hard? My project is in Cocoa Frameworks, can I easily
incorporate C++ CoreAudio code into it?
If it's an AAC or MP3 file, maybe I can somehow transcode the file
first, stretch the sound with SoundTouch, then with the output of that,
make a playback callback with MTCoreAudio.
sound feasible?
Michael
On 30-Nov-04, at 12:09 PM, David M. Cotter wrote:
I'm using coreaudio to play my audio, rather than quicktime, this lets
me get a shot at the uncompressed stream. try:
/Developer/Examples/CoreAudio/Services/PlayAudioFile/
Then, I'm using "SoundTouch" library to change tempo/pitch
independently.
http://sky.prohosting.com/oparviai/soundtouch/
On Nov 30, 2004, at 3:37 AM, Michael Hanna wrote:
Hi, my app loads a sound via NSSound and manipulates it via
Quicktime. I'd like to take a subregion of the sound/movie and play
it back slowly, but keeping pitch like the original.
First of all, is it possible to get a 'subregion' or piece of the
sound? I'd imagine that's a Quicktime call? From the light research
I've done on this, does this sound have to have 1:1 frame/packet
ratio(such as wav or aiff) in order to properly apply the dsp
technique? Do I apply a FFT for this.. not sure where to start on
this.
regards,
Michael
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