Re: AudioUnit on iPhone to slow down sound?
Re: AudioUnit on iPhone to slow down sound?
- Subject: Re: AudioUnit on iPhone to slow down sound?
- From: tahome izwah <email@hidden>
- Date: Tue, 31 Jul 2012 08:36:01 +0200
You could use their EAFWrite class for this, or ExtAudioFileWriteAsync.
IIRC there is also an example project that does offline processing,
you might be able to steal some code from there.
--th
2012/7/31 Bob Sabiston <email@hidden>:
>
>> Message: 1
>> Date: Mon, 30 Jul 2012 13:40:41 -0400
>> From: Wil Macaulay <email@hidden>
>> To: tahome izwah <email@hidden>
>> Cc: coreaudio-api <email@hidden>
>> Subject: Re: AudioUnit on iPhone to slow down sound?
>> Message-ID:
>> <CAPwTryJ0T+0CsZbNROZTBTfc=email@hidden>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>> As of iOS 6, there is support for kAudioUnitSubType_NewTimePitch,
>> which is better quality than the open-source libraries, but not as good as
>> Dirac.
>> The advantage is that you can put it into an audio graph.
>>
>> wil
>
> Wow, I will look into that, thanks!
>
> In the meantime, I have it working now with DIRAC. Now my question is, can I save the result to a file?
>
> In other words, I have my rendered audio going through the DiracFX processor and playing at whatever time-stretch I set with a slider. I would like to capture those slowed-down sounds as AIFF or WAV files.
>
> I am thinking I should be able to mimic what the rendering call back does when it requests samples, only channel the result into a WAV file. But I am a little uncertain of how to do that, and there may be some built-in way to do that anyway. Does anyone know?
>
> Thanks
> Bob
>
>
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