How can I stop a sound?
How can I stop a sound?
- Subject: How can I stop a sound?
- From: Francois Hamel <email@hidden>
- Date: Tue, 27 Jul 2004 17:15:44 -0400
Hi,
I know this may sound a little silly but I'm kinda new with CoreAudio
and I'm having problems trying to use the 3DMixer.
In my RenderCallback I did the same thing they did in the sample which
is setting the AudioBuffers to NULL like:
else
{
// there aren't any more packets to read.
// Set the amount of data read (mDataByteSize) to zero
// and return noErr to signal the AudioConverter there are
// no packets left.
ioData->mBuffers[0].mData = NULL;
ioData->mBuffers[0].mDataByteSize = 0;
gIsPlaying=FALSE;
err = noErr;
}
this is taken directly from the sample (PlayAudioFileLite). The program
does work when executed normally but in debug mode it produces an
access violation a little after having stopped on a breakpoint in this
"else" block. This is probably related to the fact that the program
sleeps a little and re-check the variable "gIsPlaying" in a loop and
maybe when run normally, the renderer never gets to use the AudioBuffer
data before time runs out?
Anyway, all I want to know is how can I stop a sound from playing ? Do
I need to fill my buffer with silence and always provide a valid audio
buffer at all time for each Input Bus of the 3DMixer?
I got another question also, do I need to setup one RenderCallback for
each Input Bus of the 3D Mixer Unit or just 1 for the whole unit? The
only 3D Mixer "tutorial" I could find didn't have the information
related to actually playing a sound (Technical Note TN2112: Using the
3DMixer Audio Unit)
thanks a lot,
Frank
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