openal

Streaming Data to Sound Card Using C on Windows [closed]

懵懂的女人 提交于 2019-12-23 01:12:58
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 4 years ago . As part of a university project I have to do some signal processing and would like to output the results using the PC sound card. The software has to be written in C and needs to work with Windows (preferably 7 and XP). I have found code examples for outputting .wav and similar files, but I am interested in

OpenAL vs AVAudioPlayer vs other techniques for playing sounds

巧了我就是萌 提交于 2019-12-22 08:51:53
问题 I know that OpenAL is fast library but it doesn't support any compressed audio format and it's not so easy to use... AVAudioPlayer is not so fast, but supports wide range file formats, as well as compressed formats like mp3. Also there is an SKAction class which can play a sound, as well as SystemSoundID... I have few questions: What would be a preferred way/player/technique to play : sound effects(multiple at the time)? sound effects which can be sometimes repeated after small time delay

Sound capture with OpenAL on iOS

痴心易碎 提交于 2019-12-21 18:29:28
问题 I am trying to do sound capture on iOS using OpenAL (I am writing a cross-platform library, that's why I avoid iOS-specific ways to record sound). Out of the box OpenAL capture does not work, but there exists a known workaround: open an output context before starting capture. This solution worked for me on iOS 5.0. However on iOS 5.1.1, the workaround only helps for the first sample I try to record. (I switch my AudioSession to PlayAndRecord before starting capture and open the default output

How can I get the current sound level of the current audio output device?

徘徊边缘 提交于 2019-12-20 16:20:21
问题 I'm looking for a way to tap into the current audio output on a Mac, then return a value representing the current sound level. By sound level, I mean the amount of noise being generated by the output. I'm NOT asking how to get the current volume level of the output device. 回答1: the following code is pulled from Apple's Sample AVRecorder … this particular bit of code acquires a set of connections from this class's movieFileOutput's connections methods, gets the AVCaptureAudioChannel for each

How to properly handle audio interruptions?

▼魔方 西西 提交于 2019-12-20 10:54:28
问题 I've created a OpenGL 3D game utilizing OpenAL for audio playback and experienceing a problem of losing audio if "Home" button is getting pressed before audio device is getting initialized. I tried to hook up to audio session interrupt handler, but my callback is never getting called. No matter if I minimize or maximize my application. My "OpenALInterruptionListener" is never getting called. What am I doing wrong? AudioSessionInitialize(NULL, NULL, OpenALInterriptionListener, this); void

OpenAL - determine maximum sources

筅森魡賤 提交于 2019-12-20 09:35:56
问题 Is there an API that allows you to define the maximum number of OpenAL "sources" allowed by the underlying sound hardware? Searching the internet, I found 2 recommendations : keep generating OpenAL sources till you get an error. However, there is a note in FreeSL (OpenAL wrapper) stating that this is "very bad and may even crash the library" assume you only have 16; why would anyone ever require more? (!) The second recommendation is even adopted by FreeSL. So, is there a common API to define

Recording Audio with OpenAL [closed]

为君一笑 提交于 2019-12-17 16:20:09
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 6 years ago . I've been comparing various audio libraries available in C++. I was wondering, I'm kind of stuck starting with OpenAL. Can someone

Offline audio recording on iOS with OpenAL

谁都会走 提交于 2019-12-13 15:11:09
问题 I'm using openAL to play sound samples at specific intervals and I want to export this to file (be it caf or aac or whatever). How can I do this with OpenAL without having my samples played in real time through the speakers/headphones? 回答1: If you're talking about exporting your musical score as a complete audio piece, there's nothing in OpenAL that will do such a thing. The only way I can think of would be to use Audio Units for playback, and use it offline mode to dump to a file. 来源: https:

g++ unable to link OpenAL Libraries

这一生的挚爱 提交于 2019-12-13 14:18:36
问题 I have trouble compiling the following code #include <AL/al.h> #include <AL/alc.h> #include <iostream> int checkEnumerationSupport() { ALboolean enumeration; enumeration = alcIsExtensionPresent(NULL, "ALC_ENUMERATION_EXT"); if (enumeration == AL_FALSE) { // enumeration not supported std::cout << "enumerating devices NOT supported\n"; } else { // enumeration supported std::cout << "enumerating devices supported\n"; }; return 0; } int main() { checkEnumerationSupport(); } using the command

How can I use AVAudioPlayer to play audio faster *and* higher pitched?

随声附和 提交于 2019-12-13 12:01:56
问题 Statement of Problem: I have a collection of sound effects in my app stored as .m4a files (AAC format, 48 KHz, 16-bit) that I want to play at a variety of speeds and pitches, without having to pre-generate all the variants as separate files. Although the .rate property of an AVAudioPlayer object can alter playback speed, it always maintains the original pitch, which is not what I want. Instead, I simply want to play the sound sample faster or slower and have the pitch go up or down to match —