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Use new AVAudioEngine or go with AudioUnits?
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Use new AVAudioEngine or go with AudioUnits?


  • Subject: Use new AVAudioEngine or go with AudioUnits?
  • From: Mahboud Zabetian <email@hidden>
  • Date: Mon, 13 Apr 2015 18:19:11 -0700

I posted this earlier but the images caused problems.  


Hi.  After a three year break from CoreAudio, I am back.  I am working on an iOS educational app for kids that will allow them to hook the microphone up to a number of different filters or processors.  From what I see of AVAudioEngine, I am not sure if the different nodes can be connected in parallel (I don't mean exactly parallel), and that data seems to need to flow through things serially.  Can I do this:

https://www.dropbox.com/s/hanpcy7dtdzbfcn/PastedGraphic-2.png?dl=0

Where the microphone sound data is connected to three or more units?

If not, Can I use the tap on a node to create my own dispatcher of the data, calling the different clients with data, as the data arrives?  Am I better off just going back to AudioUnits?

My next question is, can I have multiple unrelated paths in one AVAudioEngine, or do I need to create multiple AudioEngines:

https://www.dropbox.com/s/v1hzql57omicrnq/PastedGraphic-4.png?dl=0

I'll be building a lot of simple generators and filters, like sine, square, sawtooth, lowpass, pitch shift, time shift, etc.  Also a "backwards" unit.  Except for a few, all others I would like to have work in realtime.  Again, shall I stay with the old CoreAudio API or will the new AVAudio framework give me the flexibility I need?  I think I can recall most of what I had learned before with CoreAudio, and do remember that things weren't easy.  That's why I am giving the new framework a chance, if it'll make my life easier.

Thank you in advance for your help.

-mahboud

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