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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