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Re: iOS: Multiple AUs versus everything in one render callback
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Re: iOS: Multiple AUs versus everything in one render callback


  • Subject: Re: iOS: Multiple AUs versus everything in one render callback
  • From: Morgan Packard <email@hidden>
  • Date: Fri, 06 Jul 2012 22:29:12 -0400

My guess is that you'll find it hard to beat the au Graph in terms of
performance. But also guessing that you'll be able to get good
performance rolling your own using the accelerate framework. My
personal approach is generally to rely on core audio less and roll
more of my own code. But everybodys needs and goals are different.



Sent from my iPhone

On Jul 6, 2012, at 3:27 PM, Hari Karam Singh <email@hidden> wrote:

> I'm doing some development on the custom sampler and audio engine for my (iPhone 4+) app, particularly adding recording and send effect features.  I'm stuck trying to decide whether to go down the route of having everything handled in one big RemoteIO render callback or breaking it up into separate AU nodes.
>
> Might anyway know whether a more complex AUGraph with multiple RemoteIOs and a mixer AU to sum it all imposes significant overhead compared to doing it all in a single, well-tuned render callback? Is there any other reason why one would want to go one way or the other (such as perhaps the AU boundaries clipping/truncating the audio)?
>
> Performance is big issue and I'd probably just go with the single render callback but I don't want to miss out on the ever growing list of fx AUs available.
>
> Thanks!
> Hari Karam Singh
>
> http://soundwandapp.com/
> http://club15cc.com/
>
>
>
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References: 
 >achieving very low latency (From: Daphne Ippolito <email@hidden>)
 >Re: achieving very low latency (From: Paul Davis <email@hidden>)
 >Re: achieving very low latency (From: Daphne Ippolito <email@hidden>)
 >Re: achieving very low latency (From: Brian Willoughby <email@hidden>)
 >iOS: Multiple AUs versus everything in one render callback (From: Hari Karam Singh <email@hidden>)

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