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Re: Capturing output audio
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Re: Capturing output audio


  • Subject: Re: Capturing output audio
  • From: Austin Shoemaker <email@hidden>
  • Date: Wed, 13 Oct 2004 09:11:47 -0700

Tim,

There are QT APIs that let you read the samples from unprotected QuickTime-playable files. I ran into a similar situation in one of my projects where I needed to channel QuickTime Sound Output through CoreAudio, so I wrote this class called QTSoundStream. You just set the movie's sound output component to the virtual device created by the QTSoundStream, and call it from your CoreAudio input callback. It handles format conversion for you.

Keep in mind that it is experimental and the QuickTime team has advised that MediaSetSoundOutputComponent, which lets you set the output target of a movie, may be deprecated in the future. But feel free to use the code as you wish.

http://www.stanford.edu/~austins/

Austin

On Oct 13, 2004, at 8:45 AM, Tim Dorcey wrote:


Is there is a simple way for an application to read the current output
device? By "simple," I mean, as easy as reading an input device? Perhaps
the interfaces could even be identical?


What I really need is to play a QuickTime movie, and capture the audio/video
in synchronized fashion, while also rendering it for the user to hear/see.
I'm messing with the SoundConverter API's right now, but happened to think
CoreAudio might provide better solution.


Thanks,

Tim

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References: 
 >Capturing output audio (From: "Tim Dorcey" <email@hidden>)

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