Thanks Paul, The app I'm working on is an audio editor. It supports 32 or 64 bit files natively.
> Since almost all AU's and AU hosts work with 32 bit floating point data, that's the format you're going to see by default in an ABSD. If I install an app that let me open 64bit files natively, and I run them through a 64bit-capable effect... it doesn't matter that the difference is completely imperceptible. I don't want to throw away the user's data without a good reason. Anyhow, it's okay. I'll just check if setting the ASBD to 64 bit throws an error. I just need to see if it's supported, so it should work. Cheers On Mon, Mar 7, 2016 at 11:18 AM, Paul Davis <[email protected]> wrote: > > > On Mon, Mar 7, 2016 at 2:01 PM, Charles Constant <[email protected]> > wrote: > >> Hi Paul, >> >> Okay, I gather the 64 bit AudioUnit support I read about just referred to >> the OS transition (max buffer size, etc)... not the audiofile bitdepth. >> >> That still leaves me with the same question though. I'm still not sure if >> the ASBD I'm getting back means "I'm currently at 32Bit because it's a >> reasonable default for me" or "My maximum bit depth is 32Bit" >> >> My app has support for both 32 and 64 bit audio (not much reason for 64 >> bit, but it's not much more code). If the AudioUnit supports it, I'd prefer >> not to degrade quality. >> > > > (1) 64 bit is more quality than you need for the signal pathway BETWEEN > plugins (there is an argument for using it inside certain synthesis and > effect processing, but that's entirely down to your own plugin internals) > (2) If you start specifying that your AU only handles 64 bit audio data, > then you're just imposing the need for implicit conversion on the > (non-human) user of the plugin (the host, the graph, whatever). > > Since almost all AU's and AU hosts work with 32 bit floating point data, > that's the format you're going to see by default in an ABSD. The format in > an ABSD is a absolute description, not a maximum. >
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