Hi Mark,
Any audio algorithm that you can code into an AudioUnit can also be coded into a general CoreAudio application, whether using AUGraph or not. The primary benefit of AudioUnits is that they can be loaded into other applications like Logic. A secondary benefit is that you might find your AUGraph code simpler if you package your processing into an AudioUnit, but writing the AudioUnit in the first place could create additional complexity.
That's the long way of saying that you can just use CoreAudio to access the incoming audio data from the microphone, and then have your application take full control of the data after that. If all you're going to do is present the pitch in the GUI, then you don't even need AudioUnits (unless there is an AU out there that you might want to use to help your algorithm, but that's very difficult on the iPhone - probably more difficult than re-implementing that part of the algorithm).
You might find it easier to learn these concepts by first writing your program to run on a Mac. Then, once you understand everything involved, you could port your application to the iPhone, where processing resources for this sort of thing are more limited.
Brian Willoughby Sound Consulting
On Jan 27, 2009, at 10:19, Mark A. Richman wrote: I'm targeting the iPhone, so I don't think Audio Units are an option. Should I be looking at Core Audio without Audio Units, Audio ToolBox frameworks, OpenAL, or something else? On Sun, Jan 25, 2009 at 1:16 PM, Mark A. Richman < email@hidden> wrote: > I am getting my feet wet with Mac programming, and I'd like to start with a > simple app that determines the pitch of the input coming off the microphone > in realtime. Where should I start?
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