The audio buffer is exactly the same on both iOS and Android. Superpowered does not need you to maintain any connection abstractions, and almost every Superpowered feature works with raw buffers of data. The buffers you see are nothing more but arrays of floating point or short int samples (plain C arrays).
Articles in this section
- How can I access direct audio buffer?
- I don’t seem to be able to get it to build with bitcode enabled.
- I have a question around allocating buffersizes. What does the 16 and 64 stand for?
- In the offline example you add 8 to the samplesDecoded when you call createSuperpoweredAudiobufferlistElement. Why do you add 8?
- In the time domain, are audio samples LPCM? Or non-linear / compressed?
- Please tell me more about the buffer array. What is the data and how does it work on different platforms?
- We have been experiencing occasions when we suddenly lose audio for all sounds played via Superpowered?
- Your website says that you've done away with audio graph abstractions. I take this to mean that Superpowered can still provide the same functionality as an audio graph but without as many complex classes?