AudioQueueOfflineRender: how do I know when I'm done?
AudioQueueOfflineRender: how do I know when I'm done?
- Subject: AudioQueueOfflineRender: how do I know when I'm done?
- From: Marc Horowitz <email@hidden>
- Date: Fri, 23 Jan 2009 01:32:51 -0500
I'm building an iphone app, and like several others here, I need to use AudioQueueOfflineRender to convert an mp3 stream to PCM samples to do some additional processing. For now, I'm just trying to run the code on my laptop, rather than dealing with the simulator.
I've read the archives for this list, and it seems that AudioQueueOfflineRender is still not quite ready for prime time, but it seems to be the only tool I've got, so I have a few questions.
1. Has anybody actually made this work? I see some messages which seem to indicate that people have, but they are short on specifics, and I am unable to replicate anything working.
2. How do I know when I'm done reading frames from AudioQueueOfflineRender? I don't see anywhere in the interface which tells me how many valid frames are in the output buffer. mAudioByteDataSize is always the full size of the buffer, but this is definitely not right. If I have more frames pending than the last argument to AudioQueueOfflineRender, then I seem to get that many frames. But, I might have less or none, and I can't tell.
I've tried a few different approaches, but without much success: if I call AudioQueueStop after the stream ends, then AudioQueueOfflineRender blocks when it runs out of data. On a 10.5.6 machine, it doesn't block, and I can look for the isRunning property to see when it's done, but that only works to the granularity of the number of frames I pass to AudioQueueOfflineRender. If I don't call AudioQueueStop, both machines just keep reading zeros forever.
3. Can we plan on this interface working in a future version of the iPhone OS? Can you say which one, or when it will ship?
Thanks!
Marc
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