Re: Basic AudioQueue Service issue
Re: Basic AudioQueue Service issue
- Subject: Re: Basic AudioQueue Service issue
- From: Craig Patchett <email@hidden>
- Date: Sat, 25 Oct 2008 23:26:07 -0700
Fair enough, but the problem seems to lie with CoreAudio since I'm
experiencing it regardless of whether or not I use OpenAL (which I
assume wraps CoreAudio), AudioQueue, or the iPhone's
AudioServicesPlaySystemSound. I only focused on OpenAL because that's
where Bill pointed me. (And the majority of my questions have been
asked in an effort to try and figure out how I was supposed to ask my
original question in the first place.)
Craig
On Oct 25, 2008, at 4:55 PM, Brian Willoughby wrote:
Suggestion: A single question on an OpenAL mailing list might be
more productive than repeated questions on the CoreAudio mailing
list. OpenAL is not part of CoreAudio. OpenAL is an open source
audio library that is provided by Apple as part of OSX, but probably
not extensively supported, and probably not here.
Brian Willoughby
Sound Consulting
On Oct 25, 2008, at 16:20, Craig Patchett wrote:
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.
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?
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.
--- On Thu, 10/23/08, Craig Patchett <email@hidden> wrote:
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 compressed one
OK, let's try this: I have an uncompressed file and I'm using
OpenAL.
I want to restart a sound that's in the middle of playing so I call
alSourceRewind followed by alSourcePlay. The sound starts over but
there is a noticeable "pop" as it does so (presumably from the
sudden
change in gain from the middle of the sound to zero at the
beginning,
although I'm starting to doubt it). How do I cleanly restart the
sound
so as to avoid the "pop"?
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