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Re: Problems with first CoreAudio Example : (
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Re: Problems with first CoreAudio Example : (


  • Subject: Re: Problems with first CoreAudio Example : (
  • From: William Stewart <email@hidden>
  • Date: Mon, 31 Oct 2005 11:16:14 -0800

You might also want to start having a look at the PlayFile example in the "Simple" directory of the SDK - it too will want an file specified to play as passed through the argument list, but its code is alot simpler to follow than the afplay code is.

Bill

On 30/10/2005, at 9:01 PM, Jens Alfke wrote:


On 30 Oct '05, at 4:23 PM, sam aspin wrote:

its saying theres an error opening the file but i havent specified a file for it to open???

afplay is a command-line tool; you have to specify a file on the command line. The "Usage" message is telling you what to put on the command line.


You can run it from within Xcode by choosing Project > Edit Active Executable, then click the Arguments tab, then the "+" button and enter the full path to the file as an argument. Now when you run afplay in Xcode, it'll get that file.

But usually you would run afplay from Terminal by entering the path to the binary (down in build/) plus the command-line options.

--Jens
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References: 
 >Problems with first CoreAudio Example : ( (From: "sam aspin" <email@hidden>)
 >Re: Problems with first CoreAudio Example : ( (From: Jens Alfke <email@hidden>)

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