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Re: CoreAudio playback issue
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Re: CoreAudio playback issue


  • Subject: Re: CoreAudio playback issue
  • From: Pascal <email@hidden>
  • Date: Mon, 8 Nov 2010 19:47:41 -0300

Thanks.

My Objective-C calls only do simple calculations. Should I then only do everything in C or C++? Can I still use C++ classes or should everything only be in the callback function ?

Pascal

2010/11/8 Patrick Muringer <email@hidden>
Hi Pascal,

You should avoid the call of objective-c method in your callback. This might slow down your callback process and could maybe explain why you have glitches.

Just an idea.

Patrick

From: Pascal <email@hidden>
Date: Mon, 8 Nov 2010 16:33:44 -0300
To: <email@hidden>
Subject: Fwd: CoreAudio playback issue

Hi, 

thanks for you replies.

I am careful not to alloc memory, call UI functions, or NSLog during the callbacks for reading the buffers. The Mixer buffers are filled with datas that are preloaded in a "Soundfile" class. This call has a Queue system that allow multiple overlapping instances of the (same) sound to played - for example 2 hits of the same Kick sound (that is rather long) where the 2nd kick does not stop the 1st one.

Here is a more complete code:

http://pastie.org/1282268

@Frank : when you say you were able of running 9 busses on a 1st gen iPhone, were the sounds overlapping ? 

Thanks.

Pascal

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  • Follow-Ups:
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References: 
 >Fwd: CoreAudio playback issue (From: Pascal <email@hidden>)
 >Re: CoreAudio playback issue (From: Patrick Muringer <email@hidden>)

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