Re: struggling with the audio unit graph...
Re: struggling with the audio unit graph...
- Subject: Re: struggling with the audio unit graph...
- From: Brian Willoughby <email@hidden>
- Date: Mon, 16 Mar 2015 15:25:57 -0700
On Mar 16, 2015, at 9:09 PM, "Patrick J. Collins" <email@hidden> wrote:
>> I would most definitely look at the new AVAudioEngine API for doing the
>> kinds of things you are trying to do.
>
> Yeah that api definitely simplifies everything.. I'm just hesitant to
> use it at this point as it would mean my app requires OS X 10.10...
>
> I'm hoping someone here can help me solve this audio unit graph problem
> with the actual C apis..
I don't have time to dig up the code at this hour, but I developed something that sounds like what you described earlier for a client several years back. I think what you want is an Offline Host for an AudioUnit Graph. Such a setup can run faster than real time, taking your buffer of samples, processing it through the low-pass filter, and then saving to a new file. Rather than save to a new file, you could probably just store the data in a new buffer. The key is that this kind of code certainly doesn't require 10.10
The only complication is that if you want to send audio to the generic output, then you're locked into real time. That makes it a little more restrictive than offline rendering, where you can process something like a low pass filter much, much faster.
Brian
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