Download e-book for iPad: Learning Core Audio: A Hands-On Guide to Audio Programming by Chris Adamson, Kevin Avila

By Chris Adamson, Kevin Avila

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 energy on your personal Mac and iOS software program, enforcing beneficial properties starting from audio catch to real-time results, MP3 playback to digital tools, net radio to VoIP aid. the main refined audio programming procedure ever created, middle Audio isn't basic. In Learning middle Audio, most sensible Mac programming writer Chris Adamson and mythical middle Audio professional Kevin Avila absolutely clarify this hard framework, permitting skilled Mac or iOS programmers to utilize it. In undeniable language, Adamson and Avila clarify what center Audio can do, the way it works, and the way it builds at the average 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 special demanding situations of middle Audio programming for iOS. insurance contains: getting to know middle Audio’s marvelous sort and conventions; recording and playback with Audio Queue; synthesizing audio; practice results on audio streams; shooting from the mic; blending a number of streams; dealing with dossier streams; changing codecs; growing 3D positional audio; utilizing center MIDI at the Mac; leveraging your Cocoa and Objective-C services in middle Audio’s C-based surroundings, and lots more and plenty extra. whilst you’ve mastered the “black arts” of center Audio, you are able to do a few severe magic. This ebook will remodel you from an acolyte right into a precise middle Audio wizard.

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

Sample text

Audio Formats In the example, you used an AudioStreamBasicDescription to describe the format of the audio stream your code generated: 16-bit integer samples, one channel, sample rate of 44,100, and so on. You then put that audio into an AIFF file. And as you might know from managing your own iTunes collection, many different file formats exist: AIFF,WAV, MP3, M4A, and so on. Summary Note Describing audio and storing audio data to the file system are entirely different problems. Data formats solve the first problem; file formats solve the latter.

When you’re reading data from some source, such as a file or a network stream, various parts of Core Audio populate the ASBD’s values. For example, Audio File Services fills in the ABSD for audio loaded from disk. In some cases, Core Audio even fills in values when you’re writing data:When you want to write compressed data, you often don’t know or can’t know the value of some of the fields, so you set them to 0 and let Core Audio figure it out. Want to know the sample rate? Check mSampleRate. This makes it equal to the number of frames per second, which means you can multiply it by mFramesPerPacket to determine packet length in seconds.

Speakers and microphones are just machines that do the same thing. Sound is nothing but energy shoving its way through a medium. To play back the sound, you vibrate a membrane as described. 1. The top and bottom of the graph represent the maximum displacement of the membrane. The y-axis, then, represents amplitude as a percentage of maximum, and the frequency with which the values move between positive and negative represents the sound’s frequency. One way to represent this wave is to carve a picture of it into some physical object.

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