The Amazing Audio Engine
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The Amazing Audio Engine
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AEAudioBufferManager.h
AEAudioController+Audiobus.h
AEAudioController.h
AEAudioFileLoaderOperation.h
AEAudioFilePlayer.h
AEAudioFileWriter.h
AEAudioUnitChannel.h
AEAudioUnitFilter.h
AEBlockAudioReceiver.h
AEBlockChannel.h
AEBlockFilter.h
AEBlockScheduler.h
AEExpanderFilter.h
AEFloatConverter.h
AELimiter.h
AELimiterFilter.h
AEMemoryBufferPlayer.h
AEMessageQueue.h
AEMixerBuffer.h
AEPlaythroughChannel.h
AERealtimeWatchdog.h
AERecorder.h
AEUtilities.h
TheAmazingAudioEngine.h
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AEBlockChannel.h
Go to the documentation of this file.
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//
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// AEBlockChannel.h
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// TheAmazingAudioEngine
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//
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// Created by Michael Tyson on 20/12/2012.
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#ifdef __cplusplus
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extern
"C"
{
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#endif
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#import <Foundation/Foundation.h>
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#import "
TheAmazingAudioEngine.h
"
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typedef
void (^
AEBlockChannelBlock
)(
const
AudioTimeStamp *time,
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UInt32 frames,
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AudioBufferList *audio);
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@interface
AEBlockChannel
: NSObject <
AEAudioPlayable
>
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+ (
AEBlockChannel
*)channelWithBlock:(
AEBlockChannelBlock
)block;
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@property
(nonatomic, assign)
float
volume
;
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@property
(nonatomic, assign)
float
pan
;
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/*
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* Whether channel is currently playing
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*
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* If this is NO, then the track will be silenced and no further render callbacks
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* will be performed until set to YES again.
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*/
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@property
(nonatomic, assign) BOOL
channelIsPlaying
;
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/*
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* Whether channel is muted
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*
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* If YES, track will be silenced, but render callbacks will continue to be performed.
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*/
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@property
(nonatomic, assign) BOOL
channelIsMuted
;
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/*
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* The audio format for this channel
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*/
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@property
(nonatomic, assign) AudioStreamBasicDescription
audioDescription
;
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@end
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#ifdef __cplusplus
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}
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#endif
TheAmazingAudioEngine
TheAmazingAudioEngine
AEBlockChannel.h
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