Re: Changing Default Device and Sample Rate via Objective C
Re: Changing Default Device and Sample Rate via Objective C
- Subject: Re: Changing Default Device and Sample Rate via Objective C
- From: "email@hidden" <email@hidden>
- Date: Tue, 02 Oct 2012 05:33:03 -0700
Thanks Rene. I already started down that road but I have had some difficulty. CAPlayThrough won't compile because it is missing all the PublicUtility files. I figured this was because Apple no longer puts them in "Library/Developer/Core Audio" but even after placing the files in there it doesn't work. I am new to XCode so I'm not sure how to change the path that it is looking for these files in. After digging around for a bit, I couldn't figure it out and started looking for another example. It is funny because most of the example code I find is either Deprecated or it won't compile for some other reason (even Apple's own examples). Very frustrating for a new Apple developer.
Mike
On Oct 2, 2012, at 3:23 AM, René J.V. Bertin wrote:
> For changing only the sample rate of a hardware output device, use AudioDeviceSetProperty with kAudioDevicePropertyNominalSampleRate . I think that API was maybe not even used in the example I pointed you to, I remember that my first attempts to change the output rate were met with permissions errors. Sorry about that, I should have pointed you to CAPlayThrough.
>
> R.
>
> On Oct 01, 2012, at 16:44, email@hidden wrote:
>
>>> You're not obliged at all to use ObjC as the API for what you're asking is C++ - at least concerning the sample rate changing. I've never felt the need to change the default output device, so I cannot comment on that.
>>> Have a look at the DefaultOutputUnit example, it's what I used to write my sample rate plugin for iTunes.
>>>
>>> René
>>
>> DefaultOutputUnit appears to be deprecated:
>
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