Re: CoreAudio playback issue
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:
@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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