Replies: 2 comments 2 replies
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There's no documentation, but it's easy to set up. You just do it via the engine's config: void do_processing(void* pUserData, float* pFramesOut, ma_uint64 frameCount)
{
// Do something with `pFramesOut`. Will contain valid audio data on input. Modify it however you like.
}
ma_engine_config engineConfig = ma_engine_config_init();
engineConfig.onProcess = do_processing;
engineConfig.pProcessUserData = NULL; // Set this to a pointer of your choice (or NULL). It will be passed into the `pUserData` parameter of your callback.
ma_engine_init(...) |
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Hi @mackron, I was able to take a look at this today. It seems like the My concept of this might be way off, but I'm trying to understand how useful Initially I thought one advantage of |
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In the change log for v0.11.18 the following is mentioned:
Add support for setting a callback on an ma_engine object that get's fired after it processes a chunk of audio. This allows applications to do things such as apply a post-processing effect or output the audio to a file.
Where can one learn how to work with this callback on ma_engine--is there any documentation on it yet?
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