Re: Polling a Clock
Re: Polling a Clock
- Subject: Re: Polling a Clock
- From: William Stewart <email@hidden>
- Date: Thu, 13 May 2010 19:56:47 -0700
Why not just use the MusicSequence for this.
You can add UserEvents to this, and then drive the sequence from an audio device (through attaching it to an AUGraph). The graph can even be as simple as just an instance of the output unit that you want to attach a callback to to go into your rendering engine. Then the music sequence will call you with the user events at that time slice.
On May 12, 2010, at 1:51 PM, Jean-Daniel Dupas wrote:
>
> Le 12 mai 2010 à 21:30, Maximilian Marcoll a écrit :
>
>> Hi Jeff, hi all!
>>
>> Thank you very much for your response!
>>
>> Indeed, I didn't make it clear why I think I need to do this:
>> I'm writing an audio sequencer, with lots of sound-objects (events) to be played at specific points in time.
>> Currently, events are placed on a millisecond-grid.
>> When playing the sequence of events, I need to trigger them (actually that is: play them) at their respective start time, which is given with millisecond precision.
>> I thought a CAClock would be the best choice for such an undertaking.
>> But maybe there is some other mechanism for playing back audio-samples at specific time-points?
>>
>
> Have you consider using a AUScheduledSoundPlayer Audio Unit.
> It is well documented, but only in the AudioUnit/AudioUnitProperties.h header file.
>
> “The AUScheduledSoundPlayer audio unit lets a client schedule audio buffers for future playback, with sample-accurate timing.”
>
> -- Jean-Daniel
>
>> Thank you!
>>
>> Max
>>
>
>
>
>
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