Re: Loading files into PlaySequence
Re: Loading files into PlaySequence
- Subject: Re: Loading files into PlaySequence
- From: William Stewart <email@hidden>
- Date: Mon, 30 Jan 2006 19:03:51 -0800
Yes - these are just command line arguments - there's a tab in the
Executable options in XCode where these can be set. In the main.cpp
file there's a list of these options - by just executing PlaySequence
without options, you should see the following print out:
Usage: PlaySequence
[-p] Play the Sequence
[-e] Use a MIDI Endpoint
[-t startTime-Beats]
[-f frameSize] default is 512
[-s sampleRate] default is 44.1KHz
[-c] Will Parse MIDI file into channels
[-n] Don't print the sequence
[-b /Path/To/Sound/Bank.dls]
[-d] Turns disk streaming on
[-v1] Uses V1 version of default graph]
[-w] Play for 10 seconds, then dispose all objects and wait
at end]
/Path/To/File.mid
Bill
On 30/01/2006, at 3:51 PM, Warren Becht wrote:
Dear List,
In the example SimpleSDK file there is an example called
PlaySequence. How does one go about loading the MidiEndPoints or
AUGraphs and SMF? There is probably a simple answer like setting
the executables' arguments in XCode, but determining which is which
is a trick. The read me file, SimpleSDK_ReadMe.rtf, states
"It is recommended that you run the examples first, then take a
look at the code"
When I compile and run it, PlaySequence
exits with status 0. I had a similar problem with PlayFile except it
exits with status 1. From the code I've read through, it looks like
these
files would be specified by the user during runtime and are first
entered as arguments?
I've tried to guess which argument is which and enter it in
Executables but I crashed XCode twice.
Some help to this probably simple problem would show off my lack of
experience, get me closer to my goal and would be greatly appreciated.
Thank you,
Warren Becht
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