Re: Passthru AudioUnit that saves its input to file?
Re: Passthru AudioUnit that saves its input to file?
- Subject: Re: Passthru AudioUnit that saves its input to file?
- From: "Michael Lawler" <email@hidden>
- Date: Mon, 1 Mar 2004 09:24:41 +1100
>
> Could you save up enough buffers and then do your write to
>
> the file at callback time, or is an expensive operation like
>
> writing to the file a bad idea while handling a buffer of audio?
>
>
You need to read
>
Examples/CoreAudio/Services/DiskWriterAUGraph.
Thanks. I took a look, but I am using the description on this webpage
http://www.mat.ucsb.edu:8000/CoreAudio/90
to do it. (AudioFile, AudioConverter, and an InputProc). I'll only
resort to multithreading if the problem really needs it. We'll see.
It all seems to work ok. I am testing with Quicktime player as the
input and Audio Hijack Pro as the AU host. I have write caching turned on
when I use AudioFileWritePackets(). I hope this will scale to
8 or so concurrent instances.... We'll see.
Strugling more with how to get to an FSRef from a numeric audio unit
parameter.
What is the best way to pass a text string input to an audio unit?
(I need a filename to give to my audiounit).
At the moment, My AU writes to the desktop folder, and using a
filename as floating point number to mean various useful labels.
i.e. 1.0 maps to "kick.aif", 2.0 maps to "snare.aif" etc etc.
Is there a way to pass arbitrary text strings to an audio unit without
using a custom view?
regards,
Michael.
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