Re: How to capture audio generated by a render callback, iOS
Re: How to capture audio generated by a render callback, iOS
- Subject: Re: How to capture audio generated by a render callback, iOS
- From: Joel Reymont <email@hidden>
- Date: Thu, 06 Dec 2012 16:32:47 +0000
Would you, please, NOT use canonical flags and explicitly set the your
ASBD flags to signed, packed, native endian?
From CoreAudioTypes.h:
#if !CA_PREFER_FIXED_POINT
kAudioFormatFlagsCanonical = kAudioFormatFlagIsFloat |
kAudioFormatFlagsNativeEndian | kAudioFormatFlagIsPacked,
kAudioFormatFlagsAudioUnitCanonical = kAudioFormatFlagIsFloat |
kAudioFormatFlagsNativeEndian | kAudioFormatFlagIsPacked |
kAudioFormatFlagIsNonInterleaved,
#else
kAudioFormatFlagsCanonical =
kAudioFormatFlagIsSignedInteger | kAudioFormatFlagsNativeEndian |
kAudioFormatFlagIsPacked,
kAudioFormatFlagsAudioUnitCanonical =
kAudioFormatFlagIsSignedInteger | kAudioFormatFlagsNativeEndian |
kAudioFormatFlagIsPacked | kAudioFormatFlagIsNonInterleaved |
(kAudioUnitSampleFractionBits <<
kLinearPCMFormatFlagsSampleFractionShift),
#endif
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for hire: mac osx device driver ninja. kernel, usb and coreaudio drivers
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