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Re: QA1562 offline audio rendering advice
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Re: QA1562 offline audio rendering advice


  • Subject: Re: QA1562 offline audio rendering advice
  • From: William Stewart <email@hidden>
  • Date: Thu, 5 Mar 2009 19:28:28 -0800


On Mar 5, 2009, at 5:13 PM, Bruce Meagher wrote:

Hi Doug,

Thanks for the tip on version 2.2. I was able to get aac -> lpcm offline rendering working on the device as described in the tech note against the iphone version 2.2 but not against 2.1. A couple questions:

1) The aqrender.cpp file includes two header files "CAXException.h" and "CAStreamBasicDescription.h" that I couldn't find in any of the audio frameworks. I can't seem to find the missing pieces to make the code run "as is" on the target, but I'm probably just missing something simple. I ported the sample code to an Objective C class, but as Bill mentions below it would be good to run the original code. The sample code appears to be more of a command line tool with the file names coming in from main's argv and agrc. Is there a shell app I can run to download and test command line utilities to the phone?

These files are from the CoreAudio Public Utility folder (it is example code and not shipped as part of any framework) - you should use the versions that come with the iPhone SDK (not the Leopard ones)



2) Are there any published performance specs w.r.t. offline rendering? On the macbook pro running the iphone simulator my app decompresses 128kbps 44.1k 2ch aac audio file to lpcm about 100x faster than realtime (e.g. 120 second AAC audio file decompresses in 1.2 seconds to 2ch lpcm including writes to the disk). On same app the iphone I see a little over 2.5x faster than realtime (e.g. same 120 second AAC audio file decompresses in ~48 seconds). Removing the writes to disk on the phone only saves a few percent. If I drop the sample rate of the file 32kHz it runs in 38 seconds (~3x faster than realtime). I'm not comparing the iphone to a mac, but should I expect a 2.5x aac ->lpcm rendering speed on the iphone h/w? I'm sure there are many variables but any guidelines would be great to know I'm on the right track.

you can't use the sim to gauge any notion of performance on the devices.

The h/w codecs are optimised around power savings, not "cpu time", so the only real metric for real time is that it has to be faster. We haven't characterised the times to the usage case you are interested in.

3) Any tips how I might try to get this to work with version 2.1? Have any of you developers out there had success offline rendering aac ->lpcm with iphone version 2.1 (I thought there were many)?

I don't think so - alot of people were having problems with this in earlier iphone releases and we made it a priority for 2.2 to make sure we could support this usage case.


Bill

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References: 
 >QA1562 offline audio rendering advice (From: Bruce Meagher <email@hidden>)
 >Re: QA1562 offline audio rendering advice (From: William Stewart <email@hidden>)
 >Re: QA1562 offline audio rendering advice (From: Bruce Meagher <email@hidden>)

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