FW iOS audio progress

I’ve been investigating how to easily capture audio in iOS natively(hoping to steal AIR’s audio in a similar way I’m stealing it’s OpenGL rendering), and surprisingly, apart from microphone there seems to be no easy way to do that. I might have missed something (and I saw hints on some methods outside of AVFoundation), but since I’m in rush to release as compact AIR iOS game recording solution as I can, I’ll be turning back to FWSoundMixer, at least for the next release (FW 2.21).

FWSoundMixer will get iOS ANE, which should ensure the mixing will be as fast as possible. Together with that 2.21 will contain complete Starling game demo, with video and audio recording (and saving to camera roll of course) – primarily for iOS, but desktop targets as well likely. No Android still, until it gets HW acceleration.

This will hopefully show all the developers that this is a viable solution for AIR on iOS,  allowing me to try  the integration for myself at the same time. I’m sure I’ll find things I didn’t think of before that need fixing or making better.

In other news, I have realized that setting fps might be a bit problematic for game recording, as most games run at 30-60 fps, while videos are commonly encoded in something over 20fps. If you call captureMC() or captureFullscreen() on ENTER_FRAME at 60fps, I can’t guarantee what happens 🙂 The right way should be to call the function either precisely on every Nth frame(not every frame), or to slow the fps down when recording (which of course is not preferable).

 

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