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Re: custom AudioUnits and processing iTunes library on iPhone
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Re: custom AudioUnits and processing iTunes library on iPhone


  • Subject: Re: custom AudioUnits and processing iTunes library on iPhone
  • From: Bill Phillips <email@hidden>
  • Date: Tue, 03 Apr 2012 16:21:16 -0400

On Tue, Apr 3, 2012 at 3:02 PM, Chris Adamson <email@hidden> wrote:
> You can get sample-level access to the user's music by using the MPMediaItemPropertyAssetURL, using it to open the song as an AVURLAsset with the AV Foundation framework, then using the AVAssetReader API to read samples. Once you have samples, you could run them through an AUGraph and perform whatever processing you like. There are certain threading and buffering considerations that make this harder than you might be ready for, to say nothing of having to juggle three media APIs, but that should be the basic idea.

I found that my easy, functional AVURLAsset solution had issues with
decoding assets while in the background. It seems to use mediaserverd
to do any decoding work, and mediaserverd has its own ideas about
managing the hardware decoder. My solution was to use AVURLAsset to
get the encoded data, then decode it using an AudioQueue.

--
Bill

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  • Follow-Ups:
    • Re: custom AudioUnits and processing iTunes library on iPhone
      • From: Kevin Dixon <email@hidden>
References: 
 >custom AudioUnits and processing iTunes library on iPhone (From: Kevin Dixon <email@hidden>)
 >Re: custom AudioUnits and processing iTunes library on iPhone (From: Chris Adamson <email@hidden>)

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