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Re: [ios] graph init and start in separate thread
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Re: [ios] graph init and start in separate thread


  • Subject: Re: [ios] graph init and start in separate thread
  • From: Gregory Wieber <email@hidden>
  • Date: Fri, 27 May 2011 12:51:10 -0700

Ok, so the question is, for instance -- if you use 10 different render callbacks as opposed to 1, is there a penalty? I can't say that I know -- I have a hunch that the number of render callbacks used isn't going to be the bottleneck, but I really don't know.

Can anyone else shed light on the subject?


On Fri, May 27, 2011 at 12:44 PM, steph ohara <email@hidden> wrote:
re: gregory sorry i may have not been completely clear. i meant placing "effect/synth" code in each audio unit rendering callback. as opposed to creating my own node graph and placing the whole structure inside a single audio unit render callback.
i can understand it's a lot more work and as you say hard to find an efficient device specific way. i also understand that each solution will be suited to the specific problem. but, i too am interested in techniques regarding what other dev's do, and their approach to ios audio.

  

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References: 
 >Re: [ios] graph init and start in separate thread (From: steph ohara <email@hidden>)

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