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 06:20:24 -0700
Thanks Chris. Yeah, I am running Xcode 4.5 on 10.7.4 and I did copy the Core Audio folder into the suggested place - No dice. Part of me wonders if Apple isn't intentionally making this difficult. This can't be true right? I try to stay up-to-date but it seems like lately that just burns me. If I had stuck with an older version of Xcode, I would probably be fine.
From my digging, it seems the HALlab source code used to come with Xcode but I can't find it anywhere. That single example would probably give me everything I need. Does anyone know where I can get that?
Mike
On Oct 2, 2012, at 6:06 AM, Chris Adamson wrote:
> Yeah, the PublicUtility situation is fugly. It's like playing whack-a-mole with sample code. Here's where I think you need to look:
>
> * Xcode 4.5: Provided as a sample code project called "Core Audio Utility Classes" in the OS X 10.8 doc set (search the documentation in the Xcode Organizer). Instead of opening as a project like most sample code, this just copies a "Core Audio" folder over to ~/Downloads, along with a README that says to install it in /Library/Developer. OK, then.
>
> * Xcode 4.3-4.4: Provided as part of the "Audio Tools for Xcode" download. In Xcode, use the menu item Xcode -> Open Developer Tool -> More Developer Tools. This opens your browser, goes to the developer downloads (you may have to log in) and searches for "for Xcode". Look for any "Audio Tools for Xcode" *earlier* than July 2012, since after that point it won't have the CoreAudio classes, just AU Lab and HAL Lab.
>
> * Xcode 4.2 or older: Automatically installed into /Developer/Extras/CoreAudio as part of the Xcode install process.
>
> --Chris
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