Re: easiest way to process realtime audio
Re: easiest way to process realtime audio
- Subject: Re: easiest way to process realtime audio
- From: "Taylor Holliday" <email@hidden>
- Date: Thu, 18 Sep 2008 17:56:39 -0700
Thanks Brian,
So since the app will eventually do the processing with a hardware DSP, it's not necessary to run other audio units within the app. The CAPlayThrough seems like a lot of effort just to get play through to work :-\. I just stumbled on PortAudio, what do you all think of that?
- Taylor
On Thu, Sep 18, 2008 at 4:56 PM, Brian Willoughby
<email@hidden> wrote:
Taylor,
I would suggest the AUGraph API. It would allow you to mix existing AudioUnits from other developers alongside custom code in your application. It's probably easier to get your code running without also learning how to develop an AudioUnit at the same time. Plus, the ability to use existing AudioUnits means that you don't have to create everything.
Take a look at the sample code, particularly the CAPlayThrough sample. One you understand callbacks and setting up an AUGraph, it would be pretty easy to insert your own processing in one or more places in the graph, along with some standard AUs if you need them.
Brian Willoughby
Sound Consulting
On Sep 18, 2008, at 16:38, Taylor Holliday wrote:
I'm new to core audio (and audio programming in general) and I'm writing a real-time audio processing app. After skimming a lot of the core audio documentation, I'm not sure what's the easiest way to get audio in and out of my app. Should I make my app into an audio unit (I'd rather it be stand-alone)? Should I interface directly with the HAL? Is there another lib out there that would make this easier (and perhaps would be cross platform)? Any help would be greatly appreciated!
thanks!
- Taylor
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