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Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender
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Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender


  • Subject: Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender
  • From: "David M. Cotter" <email@hidden>
  • Date: Tue, 22 Nov 2011 11:26:00 -0800

dunno if this is completely relevant but i'll say this:

in my app, i render all audio to PCM "offline" and pipe it to disk for cacheing.  this seems to always run faster than real time no matter what quality i run it at.
a second thread reads the PCM stream from the disk directly into a ring buffer
on the third thread the AURenderer simply reads from that ring buffer to output sound (optionally with an AUTimePitch stacked onto it)

so the rendering of the audio (aside from AUTimePitch) is *completely* divorced from the playing of the audio.
and once the whole audio chunk (the song) is rendered to the disk cache,
if i play the song again i don't even have to render it, i can just run the ring buffer and the AU Renderer. _______________________________________________
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References: 
 >Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Heinrich Fink <email@hidden>)
 >Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Paul Davis <email@hidden>)
 >Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Heinrich Fink <email@hidden>)
 >Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Brian Willoughby <email@hidden>)
 >Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Heinrich Fink <email@hidden>)
 >Re: Preroll semantics & clarification of kAudioUnitProperty_OfflineRender (From: Stefan Gretscher <email@hidden>)

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