rendering multiple audio inputs
rendering multiple audio inputs
- Subject: rendering multiple audio inputs
- From: MF <email@hidden>
- Date: Tue, 18 Mar 2008 12:56:44 +0100
I am a newbie in core audio programming, there is a question about how to use buses in a AUGraph
I am trying to write a sample-based step sequencer. Pretty much like the clip mode from Ableton Live, the user can add new track to the program and play all tracks simultaneously by triggering the global "play" button, but also can trigger each track individually by the play button attached to each track (i.e. the user can trigger partial tracks) the number of beats of each track is customizable, but the application will make the newly triggered track in sync with the other currently playing tracks
My question is: if it's sufficient to just use one AUGraph, which contains a mixer node with multiple input buses for the input samples. Once the AUGraph is started, all input audio will be played simultaneously right? Can I assign looping strategy individually for each bus? (such as the time to play, stop one single bus) Or would it be much clearer if I use one AUGraph for every input audio?
Besides, is it necessary to use threading for this program? Please let me know if there is anything not clear. Any suggestion would be valuable!! Thanks!
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