Learning Core Audio: A Hands-On Guide to Audio Programming by Chris Adamson, Kevin Avila

By Chris Adamson, Kevin Avila

Audio can impact the human mind within the strongest and profound methods. utilizing Apple’s center Audio, you could leverage all that energy on your personal Mac and iOS software program, enforcing gains starting from audio seize to real-time results, MP3 playback to digital tools, net radio to VoIP aid. the main refined audio programming process ever created, middle Audio isn't really uncomplicated. In Learning center Audio, best Mac programming writer Chris Adamson and mythical middle Audio specialist Kevin Avila absolutely clarify this hard framework, permitting skilled Mac or iOS programmers to utilize it. In simple language, Adamson and Avila clarify what center Audio can do, the way it works, and the way it builds at the ordinary phenomena of sound and the human language of audio. subsequent, utilizing crystal-clear code examples, they advisor you thru recording, playback, layout conversion, Audio devices, 3D audio MIDI connectivity, and overcoming distinct demanding situations of center Audio programming for iOS. assurance comprises: studying center Audio’s impressive kind and conventions; recording and playback with Audio Queue; synthesizing audio; practice results on audio streams; shooting from the mic; blending a number of streams; handling dossier streams; changing codecs; developing 3D positional audio; utilizing middle MIDI at the Mac; leveraging your Cocoa and Objective-C services in center Audio’s C-based setting, and lots more and plenty extra. while you’ve mastered the “black arts” of center Audio, you are able to do a few critical magic. This publication will rework you from an acolyte right into a precise middle Audio wizard.

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Learning Core Audio: A Hands-On Guide to Audio Programming for Mac and iOS

Audio can have an effect on the human mind within the strongest and profound methods. utilizing Apple’s center Audio, you could leverage all that strength on your personal Mac and iOS software program, enforcing positive factors starting from audio seize to real-time results, MP3 playback to digital tools, net radio to VoIP aid.

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Create a command-line tool project and call it CAToneFileGenerator. ” message. mBytesPerPacket = 2; // Set up the file AudioFileID audioFile; OSStatus audioErr = noErr; audioErr = AudioFileCreateWithURL((CFURLRef)fileURL, kAudioFileAIFFType, &asbd, kAudioFileFlags_EraseFile, &audioFile); assert (audioErr == noErr); // Start writing samples long maxSampleCount = SAMPLE_RATE * DURATION; long sampleCount = 0; UInt32 bytesToWrite = 2; double wavelengthInSamples = SAMPLE_RATE / hz; while (sampleCount < maxSampleCount) { for (int i=0; i

Compressed formats whose frames do not contain a sample per channel set this value to 0. The mReserved member is for data alignment purposes, padding the structure to an even multiple of 8. It must always be 0. 2). Thus, when you get a buffer of compressed audio data, you work with an array of AudioStreamPacketDescriptions, each describing one packet in the buffer. This is important because packets of different sizes cannot use an implied x-axis value as in a linear PCM format. ) 45 46 Chapter 3 Audio Processing with Core Audio n n mVariableFramesInPacket represents the number of frames in the packet, but only if the packets use a variable frame rate.

This will give you your first taste of properties, which enable you to do a lot of the work throughout the book. When Not to Use Core Audio The primary scenario for not using Core Audio is when simply playing back from a file: On a Mac, you can use AppKit’s NSSound, and on iOS, you can use the AVAudioPlayer from the AV Foundation framework. iOS also provides the AVAudioRecorder for recording to a file. The Mac has no equivalent Objective-C API for recording, although it does have QuickTime and QTKit; you could treat your audio as QTMovie objects and pick up some playback, recording, and mixing functionality.

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