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Re: PlayAudioFileLite example
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Re: PlayAudioFileLite example


  • Subject: Re: PlayAudioFileLite example
  • From: William Stewart <email@hidden>
  • Date: Fri, 20 Jul 2007 12:44:05 -0700


On 20/07/2007, at 12:21 PM, David Cohn wrote:

William,

Yes, I've taken a look at SimpleSDK/PlayFile; that's why I was asking if AUGraphs were the way to go.

That's what we use for AULab and as an API its supported


However, the PublicUtility classes add layers of complexity and they duplicate functionality in my preexisting library, so I was attempting to avoid using them. Are they even guaranteed to be supported "as-is" in the future?

All SDK code is provided "as-is"


I've perused all the CoreAudio documentation I could find... is there a central source that spells out these different approaches, the advantages and disadvantages, and Apple's official take?

The main resource starting point is http://developer.apple.com/audio - there is an introductory CA document that is linked from that page. The main focus of docs from Apple is to discuss the APIs we provide and support. All sample code, etc, is provided as sample code on an "as is" basis - the disclaimer's attached to each source file describes the terms of usage.


Bill


Thanks, --Dave



On Jul 20, 2007, at 12:03 PM, William Stewart wrote:

Have a look at:

/Developer/Examples/CoreAudio/SimpleSDK/PlayFile

BIll

On 19/07/2007, at 6:41 PM, David Cohn wrote:

Hey all,

I'm not an audio guru, but I've been assigned the task of getting a pre-existing audio library to do fairly simple playback and recording using CoreAudio. The "PlayAudioFileLite" example in the Apple sample code seems to be the closest fit to what I'm trying to do, but the code is stamped with the dire warning:

Important: The information in this document is Not Recommended and should not be used for new development

The code indeed has some bugs, lacks good error checking, and isn't written with the best style (at least, not standard Apple stuff), but is the basic methodology somehow problematic? Basically, it sets up an AudioConverter, then in the renderCallback uses AudioConverterFillComplexBuffer to call another callback to copy data into the ioData buffers.

What, if any, are the problems of using this approach? And what are the preferred alternatives? Even for such a simple path, are AUGraphs the way to go?

Thanks for the assist,
--Dave

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References: 
 >PlayAudioFileLite example (From: David Cohn <email@hidden>)
 >Re: PlayAudioFileLite example (From: William Stewart <email@hidden>)
 >Re: PlayAudioFileLite example (From: David Cohn <email@hidden>)

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