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Re: Playing multiple sounds
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Re: Playing multiple sounds


  • Subject: Re: Playing multiple sounds
  • From: Mark Pauley <email@hidden>
  • Date: Thu, 23 Aug 2007 15:53:15 -0700


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.)

Hm, good point.  For some reason I was assuming that the mixers used buffer lists, not buffers.
If they use buffers and there's no v2.0 mixers, then you'll have to stick with stuffing AudioBuffer pointers into AudioBufferList structs, you can do this easily by:

/*
typedef struct AudioBufferList {
UInt32 mNumberBuffers;
AudioBuffer mBuffers[1];
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  • Follow-Ups:
    • Re: Playing multiple sounds
      • From: "Andreas Falkenhahn" <email@hidden>
References: 
 >Playing multiple sounds (From: "Andreas Falkenhahn" <email@hidden>)
 >Re: Playing multiple sounds (From: Mark Pauley <email@hidden>)
 >Re: Playing multiple sounds (From: Mark Pauley <email@hidden>)
 >Re: Playing multiple sounds (From: "Andreas Falkenhahn" <email@hidden>)

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