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Re: Intermixing AudioServices and CoreAudio?
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Re: Intermixing AudioServices and CoreAudio?


  • Subject: Re: Intermixing AudioServices and CoreAudio?
  • From: Eric Wing <email@hidden>
  • Date: Wed, 20 Jul 2011 18:02:53 -0700

On 7/6/11, Bob Sabiston <email@hidden> wrote:
> Hello,
>
>   I was wondering if someone could advise me about how best to use audio in
> my iOS game.  I started out using AudioServicesPlaySystemSound to just
> trigger little aiff files for sound effects.  Then I wanted to try adding
> some synth-based sounds, playing around with sin waves.  So I followed Tim
> Bolstad's tutorial on setting up an AUGraph and a couple of audio units:
>
> http://timbolstad.com/2010/03/17/core-audio-getting-started-pt3/
>
> For the most part this all works OK, but I've noticed that the volume of the
> sounds is extremely unpredictable, especially the sounds played with
> AudioServicesPlaySystemSound. On the iphone they are usually VERY quiet.
> The iPad, not so much.
>
> Should I be using the AUGraph core audio stuff to do all my sound?  Would
> that give me control over the volume?  Is it easy to play the same little
> aiff files with core audio that I now use with AudioServicesPlaySystemSound?
>
> Or even easier, is there some way to just make AudioServicesPlaySystemSound
> always play at a reliable volume?

No, System Sound Services doesn't give you any control. In general,
you shouldn't use it for sound effects. Think of it as a System Beep.

For playing back game sound effects, you might consider OpenAL. Apple
is throwing their weight behind it for game sound effects on iOS. I
cover OpenAL in great detail in my book, plus also some of the other
higher level Core Audio APIs, (System Sound Services, AVFoundation,
Audio Queues).

-Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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 >Intermixing AudioServices and CoreAudio? (From: Bob Sabiston <email@hidden>)

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