Thanks Arshia! Really appreciate your pointers. That's great news.
By the way, do you use Swift or OBjC with AVAudioEngine?


Thanks,
Beinan



On Fri, Aug 2, 2019 at 5:40 PM Arshia Cont <arshiac...@antescofo.com> wrote:

> Beinan,
>
> This is my understanding of the situation talking to some of the CoreAudio
> people at this year’s WWDC and following the recent evolution. Ofcourse it
> all depends on what you’re currently doing with CoreAudio so my input is
> biased on my needs which are low-latency real-time Audio I/O.
>
> AuGraph is officially marked as Deprecated starting iOS 13 (and
> Catalina?). AVAudioEngine seems to be ready to provide the move. For my
> concerns, it wasn’t still ready until the current Beta (again for
> low-latency real-time audio). With the addition of the AVAudioSinkNode and
> AVAudioSourceNode, AVAudioEngine can cope with what AUnit and AUGRAPH could
> do on low-latency situations. In your case and from your description, you
> should have a look at AVAudioSourceNode.
> Here is what you need:
> https://developer.apple.com/videos/play/wwdc2019/510/
>
> It also seems like your deprecated warnings are much older than what I
> describe above! I’ve been using AUnit and AuGraph until now without problem
> removing Canonical (and other) deprecated stuff as they appeared. So if
> you’re targeting iOS 12, you can still stay on older CoreAudio APIs. But
> you might wanna start shopping on AVAudioEngine as it’s gonna be time to
> move soon after adoption of Catalina/iOS13 in a few months.
>
> Any further insight from other users would be welcome. I’m going to start
> testing the Sink and Source nodes for real-time use soon.
>
> Cheers,
>
>
> Arshia Cont
> www.antescofo.com
>
>
> On 2 Aug 2019, at 11:01, Beinan Li via Coreaudio-api <
> coreaudio-api@lists.apple.com> wrote:
>
> Hello CoreAudio,
>
> I'm seeking advice on migrating from CoreAudio/ObjC++ to
> AVAudioEngine/Swift/ObjC: should I do it or when should I start worry?
>
> I have a legacy macOS/iOS project that uses CoreAudio heavily, mainly just
> AudioQueue, but right now on Mojave / iOS 12 things start to breakdown or
> throw "deprecated" warnings at me, e.g.:
>
>     AudioSampleType is deprecated: The concept of canonical formats is
> deprecated.
>
> And I need to at least bring in AVFoundation. This prompts me to shop
> around for other solutions.
>
> My project is not a synth/FX app. It would only use metering/spectrogram
> and some visualization at best. Low-latency is essential though. The info
> about latest CoreAudio stack on the internet seems increasingly scarce and
> I'm hesitating to adopt 3rd-party frameworks such as JUCE for such a small
> project. So I'd love to give the Swift stack or even just ObjC/C stack a
> serious try.
>
> Now my concern is mainly in the performance and latency. I've seen these
> posts regarding using AVAudioEngine:
>
>
> https://stackoverflow.com/questions/1877410/whats-the-difference-between-all-these-audio-frameworks
>
>
> https://stackoverflow.com/questions/26115626/i-want-to-call-20-times-per-second-the-installtaponbusbuffersizeformatblock/26600077#26600077
>
>
> https://stackoverflow.com/questions/45644079/performance-between-coreaudio-and-avfoundation
>
> It seems there aren't a lot of agreements on whether or not the Swift
> stack could achieve low-latency using its AU wrapper. Some says that the
> performance is 30-40% worse than the CoreAudio stack. But there is also a
> positive report:
>
>
> https://stackoverflow.com/questions/45644079/performance-between-coreaudio-and-avfoundation
>
> Before I dive into a whole new world (Swift newbie), any suggestions from
> the list would be greatly appreciated!
>
>
>
> Thanks,
> Beinan
>
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