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Efficiently play two buffers with AVAudioEngine?
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Efficiently play two buffers with AVAudioEngine?


  • Subject: Efficiently play two buffers with AVAudioEngine?
  • From: Charles Constant <email@hidden>
  • Date: Wed, 29 Jul 2015 14:32:32 -0700

I'm using the AVAudioEngine player in a project where I need to play a stereo buffer. I want the option to store my left and right buffers as two separate vectors of Doubles.

Currently I'm handling playback by using a function from the Accelerate framework to convert and copy the Doubles to the player's
AVAudioPCMBuffer... which is where I would love some sage advice from you! Two problems with the approach I'm using:

1) at the moment I have to write data to .floatChannelData by arranging samples like so: [ L0 L1 L2 L3 ... R0 R1 R2 ... ] It would be more flexible if I could send the vectors separately (especially since I may realloc the size which is annoying when they're laid out one after the other). Is using an AVAudioEngine *mixer* the *only* way do this?

2) (less important) it would be nice if I could send Doubles without converting to Float32  but I get the impression that's not supported? Maybe This requires the AVAudioPCMBuffer? I'm not sure I'm sticking with Doubles anyways so it's not a huge issue (I have code for both)

The best case scenario would let me keep the buffers up to date, and when it comes time to play them, just assign two pointers for the buffers. That would be just peachy. Does anyone with more experience than me know if it's possible?

Thanks!

PS: I'm hoping I haven't triple-posted this. I keep getting messages from the admin group that my email was rejected. If so, apologies for that too!
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