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Re: Loop Audio on iPhone
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Re: Loop Audio on iPhone


  • Subject: Re: Loop Audio on iPhone
  • From: Marco Papa <email@hidden>
  • Date: Wed, 11 Feb 2009 20:33:50 -0800

Indeed that would be my tradeoff, though the majority of stuff on the AppStore now is games, and very few are "small".  

On Wed, Feb 11, 2009 at 8:18 PM, Jens Alfke <email@hidden> wrote:

On Feb 11, 2009, at 7:54 PM, Marco Papa wrote:

Fabulous explanation, Bill. Now, wouldn't juts avoid all these issues if I were to use uncompressed audio, like your last wave file, with AVAudioPlayer, for example?

Sure. It's just going to be about 10x larger on disk/flash than compressed audio, and use 10x the I/O bandwidth to play back (though less CPU). It's up to you whether your product can live with that. Developers usually try to keep iPhone apps pretty small, to make it feasible for customers to download them over EDGE.

—Jens



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  • Follow-Ups:
    • Re: Loop Audio on iPhone
      • From: William Stewart <email@hidden>
References: 
 >Re: Loop Audio on iPhone (From: Marco Papa <email@hidden>)
 >Re: Loop Audio on iPhone (From: William Stewart <email@hidden>)
 >Re: Loop Audio on iPhone (From: Marco Papa <email@hidden>)
 >Re: Loop Audio on iPhone (From: Jens Alfke <email@hidden>)

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