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Re: Real-time buffer playback in Swift?
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Re: Real-time buffer playback in Swift?


  • Subject: Re: Real-time buffer playback in Swift?
  • From: Chris Adamson <email@hidden>
  • Date: Tue, 16 Sep 2014 15:10:15 -0400

A few months back, I tried to port my 150-line web radio (Audio File Stream + Audio Queue) sample code to Swift, and got hung up on not having a way to pass the packets proc and properties proc function pointers to AudioFileStreamOpen().

https://devforums.apple.com/message/1011459#1011459

I don't know if there's a good way to do that in Swift yet. Maybe? Haven't checked… been busy. :-)

I kind of doubt that a blanket condemnation of non-C languages for realtime audio processing still holds, given that we've seen so much of audio units now exposed to Objective-C, and Obj-C involves a message-dispatch cost that typical Swift calls won't endure, right?

—Chris

On Sep 16, 2014, at 2:56 PM, Rob Nikander <email@hidden> wrote:



On Tue, Sep 16, 2014 at 8:10 AM, Paul Davis <email@hidden> wrote:

I'm puzzled why you think this is possible. Last time I read about this, Apple's position was that realtime (i.e. low latency) audio still required C/C++.

Do you remember where you read that? I've not seen such a statement, and I too was just wondering if I could write an AudioUnit render callback in Swift. 

Rob


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References: 
 >Real-time buffer playback in Swift? (From: Charles Constant <email@hidden>)
 >Re: Real-time buffer playback in Swift? (From: Paul Davis <email@hidden>)
 >Re: Real-time buffer playback in Swift? (From: Rob Nikander <email@hidden>)

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