Re: Capturing output audio
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
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
40stanford.edu
This email sent to email@hidden
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden