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2014/10/15 ¤U¤È 10:10:31

iphone Programming Glossary: interleaved

Reading audio buffer data with AudioQueue

http://stackoverflow.com/questions/1248060/reading-audio-buffer-data-with-audioqueue

But when I get the actual sample data I'm only seeing values from 128 to 128. But I'm also seeing suspicious looking interleaved data which makes me pretty sure that I'm just not reading the data correctly. So to begin with I can verify that the source.. but at least smoothly The odd numbered rows aren't anywhere near that smooth. My first thought would be that this is interleaved stereo data but no it's only one channel so there shouldn't be any interleaving right My best guess is that I'm just reading..

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

glTexCoordPointer glDrawArrays GL_TRIANGLES ... glPopMatrix My Vertex Normal and Texture Coords are already interleaved. So what steps should I take to speed this up What step would you try first My first thought is to eliminate all those glBindTexture..

where to start with audio synthesis on iPhone

http://stackoverflow.com/questions/2067267/where-to-start-with-audio-synthesis-on-iphone

mAudioDataByteSize kBufferSizeInFrames m_outFormat.mBytesPerFrame Generate the sine waves to Signed 16 Bit Stero interleaved Little Endian float volumeL m_waves kLeftWave .volume float volumeR m_waves kRightWave .volume float phaseL m_waves kLeftWave..

iPhone: AudioBufferList init and release

http://stackoverflow.com/questions/3767527/iphone-audiobufferlist-init-and-release

this question Here is how I do it AudioBufferList AllocateABL UInt32 channelsPerFrame UInt32 bytesPerFrame bool interleaved UInt32 capacityFrames AudioBufferList bufferList NULL UInt32 numBuffers interleaved 1 channelsPerFrame UInt32 channelsPerBuffer.. UInt32 bytesPerFrame bool interleaved UInt32 capacityFrames AudioBufferList bufferList NULL UInt32 numBuffers interleaved 1 channelsPerFrame UInt32 channelsPerBuffer interleaved channelsPerFrame 1 bufferList static_cast AudioBufferList calloc.. AudioBufferList bufferList NULL UInt32 numBuffers interleaved 1 channelsPerFrame UInt32 channelsPerBuffer interleaved channelsPerFrame 1 bufferList static_cast AudioBufferList calloc 1 offsetof AudioBufferList mBuffers sizeof AudioBuffer..

How to get the Y component from CMSampleBuffer resulted from the AVCaptureSession?

http://stackoverflow.com/questions/4085474/how-to-get-the-y-component-from-cmsamplebuffer-resulted-from-the-avcapturesessio

an AVCaptureVideoDataOutput instance is the YUV 4 2 0 planar colorspace except on the iPhone 3G where it's YUV 4 2 2 interleaved . This means that there are two planes of image data contained within the video frame with the Y plane coming first. For..

AVAssetWritter does not work with audio

http://stackoverflow.com/questions/5200077/avassetwritter-does-not-work-with-audio

received packet. However AVFoundation calculates this for you and also optimizes the timestamps for placement in the interleaved container. Another thing I am unsure of is each CMSampleBufferRef for audio contains more then 1 data buffer where each..

How can I optimize the rendering of a large model in OpenGL ES 1.1?

http://stackoverflow.com/questions/5718846/how-can-i-optimize-the-rendering-of-a-large-model-in-opengl-es-1-1

of the PowerVR GPUs. There are other things you can do that will lead to smaller performance improvements like using interleaved vertex normal texture data in your VBOs aligning your data to 4 byte boundaries etc. but the ones above are what I've found..

iPhone FFT with Accelerate framework vDSP

http://stackoverflow.com/questions/6358764/iphone-fft-with-accelerate-framework-vdsp

0 Generate an input signal in the real domain. for i 0 i n i originalReal i float i 1 Look at the real signal as an interleaved complex vector by casting it. Then call the transformation function vDSP_ctoz to get a split complex vector which for a..