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Re: Basic AudioQueue Service issue
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Re: Basic AudioQueue Service issue


  • Subject: Re: Basic AudioQueue Service issue
  • From: Craig Patchett <email@hidden>
  • Date: Sat, 25 Oct 2008 16:20:38 -0700

Anyone? How do I quickly ramp down the amplitude of a currently playing OpenAL sound effect to 0? I've tried using the fadeOutSound method from TouchFighter (which ramps it down using NSTimer's scheduledTimerWithInterval) but to no avail.

Craig


On Oct 24, 2008, at 6:34 PM, Craig Patchett wrote:

Sorry, I should have been more specific. I understand what I need to do (with respect to the release part of an ADSR envelope)...my question is how do I implement it in OpenAL?

Craig


On Oct 24, 2008, at 1:43 AM, Mark Brophy wrote:

You need a declick envelope:

"An amplitude envelope with a very short attack and decay time and a constant sustain envelope is often called a de-click envelope and is used to prevent clicks and pops associated with sudden changes in amplitudes."


http://www.csounds.com/ezine/summer1999/beginners/

Try ramping the first and last 500 samples of your sound, which is 20 milliseconds at 44.1 KHz.

Mark Brophy

--- On Thu, 10/23/08, Craig Patchett <email@hidden> wrote:
From: Craig Patchett <email@hidden>
Subject: Re: Basic AudioQueue Service issue
To: "coreaudio-api list" <email@hidden>
Date: Thursday, October 23, 2008, 11:18 PM

On Oct 23, 2008, at 7:48 PM, William Stewart wrote:

> I would:
> Use OpenAL directly to play sounds in your game
> Use AudioQueue to play back compressed audio backing track. OpenAL
> will take an uncompressed stereo file if you hvae that as a stereo
> input, but generally you'll have a Do not post admin requests to the list. They will be ignored. Coreaudio-api mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: This email sent to email@hidden

  • Follow-Ups:
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      • From: Brian Willoughby <email@hidden>
References: 
 >Re: Basic AudioQueue Service issue (From: Craig Patchett <email@hidden>)

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