Re: Playing multiple sounds
Re: Playing multiple sounds
- Subject: Re: Playing multiple sounds
- From: "Andreas Falkenhahn" <email@hidden>
- Date: Thu, 23 Aug 2007 23:49:53 +0200
On 23.08.2007 at 14:32 Mark Pauley wrote:
>Sorry, by the way the Audio Converter effectively puts another point
>of dereference into your chain.
>
>it now goes
>
>source -> Converter -> Render Callback -> Mixer -> output
>
>i.e. you "pull" from the converter in your render callback, and the
>converter "pulls" from your source via the converter fill buffer
>callback.
Hmm, thank you, but I'm not sure if I got this right.
I currently have no render callback. I setup the audio unit using
OpenDefaultAudioOutput() which seems to be deprecated too now *sigh*
So just let me sum this up to see if I got it right. Please correct me
if anything is wrong in this enumeration:
1. Install a render callback on my audio unit using SetRenderCallback
in AudioUnitSetProperty(). (Question: But my audio unit is already configured
to use the mixer unit as the input source. Can I still set a render callback
on it now? Doesn't this somewhat conflict with each other? This confuses me
a little.)
2. Install eight input callbacks on my mixer unit using SetInputCallback
in AudioUnitSetProperty() using busses 0 to 7.
3. Now let's say I'm starting the following sounds:
Bus 0: 16 bits, stereo, 22050 hz
Bus 1: 8 bits, mono, 11025 hz
Bus 2: 16 bits, stereo, 44100 hz
4. Now this data arrives in my render callback and I have to call
AudioConverterFillComplexBuffer() in the render callback.
5. AudioConverterFillComplexBuffer() now calls another callback
in which I install the pointer of the original (i.e. to be converted) PCM data
in ioData->mBuffers[0].mData.
6. Now the data will be converted to some internal buffers, but what
role is left to the eight input procs that I have installed on my mixer
audio unit? What job is left for them to do?
I still don't think I have understood this correctly :(
Andreas
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