Re: CoreAudio playback issue
Re: CoreAudio playback issue
- Subject: Re: CoreAudio playback issue
- From: Aran Mulholland <email@hidden>
- Date: Wed, 10 Nov 2010 08:51:18 +1100
"And also, how do you do if you want to trigger graphic events while running the sequencer?"
you could start a thread from your ui thread and poll your audio/sequencer to see what it is doing (what step its up to). so instead of your sequencer sending messages to the ui, the ui just asks the sequencer what is going on.
On Wed, Nov 10, 2010 at 8:22 AM, Pascal
<email@hidden> wrote:
And also, how do you do if you want to trigger graphic events while running the sequencer? Like for instance a diode that follow the sequencer graphic pattern on the screen.
Thanks.
Pascal
2010/11/9 Pascal
<email@hidden>
Hi,
I managed to get my sequencer working without any glitch by only using C programming in the callback. Thanks for the suggestion. The only trouble is that it makes my AudioController file very long (it previously was separated in AudioController / SoundFile / Sequencer files). How do you then do to avoid a very long code? As far as I remember there is no object programming in C.
I will follow the suggestion to only do property access of Objective-C variables to see how it goes.
Thanks
Pascal
2010/11/9 Patrick Muringer
<email@hidden>
Salut,
Tu devrais refaire ton callback en mettant l’ensemble de tes calculs coté séquenceur dans le callback sans appel de méthode obj-c et reposter sur pastie le résultat. Ça pourrait nous permettre de mieux comprendre ce que tu fais et de pouvoir identifier ou cela coince.
J’avais les même pb que toi, et je l’ai résolu sans appel à des méthodes en obj-c. Je suis passé par une structure passée au callback via le pointeur inRefCon. J’écris/je lis toutes les infos relatives au seq au travers de cette structure.
Patrick
De : coreaudio-api-bounces+patrick=muringer.com@lists.apple.com [mailto:coreaudio-api-bounces+patrick=muringer.com@lists.apple.com] De la part de Pascal
Envoyé : lundi 8 novembre 2010 20:34
À : email@hidden
Objet : Fwd: CoreAudio playback issue
Hi,
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 ?
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