Re: (iOS)Why use AudioQueue instead of AudioUnit
Jeremy Jurksztowicz <[email protected]>
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <CACjfSQxrxfrMBTebg-ZZuzJLTx9pBOgvpbKTcp2uwuBN0wAc5g@mail.gmail.com> |
Sorry if I'm missing something obvious, but are AudioQueueStop() AudioQueueDispose() not good enough to prevent this, or or they not being called at the right times? Regards, Jeremy J. On Thu, Nov 17, 2016 at 6:59 AM, leagor <[email protected]> wrote: > I think audio module on iOS has fault. In general, app opens playback at > startup, and works all time when app are runing. That is to say, > outputCallback in SDL_coreaudio.m will be called even if no sound require > to > play. It will result to extra power consumption. > > In previous version that using AudioUnit, I call AudioOutputUnitStop when > no > sound require to play. When requiring, call AudioOutputUnitStart. This > method can avoid extra power consumption. > > SDL2.0.5 use AudioQueue, it seems to be new way to avoid this problem. > > > _______________________________________________ > SDL mailing list > [email protected] > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > _______________________________________________ SDL mailing list [email protected] http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org