Using SwiftAudioPlayer with pre-existing AVAudioEngine graphs
Hi,
Thanks for sharing this impressive project!
In many cases, you can expect clients to have a pre-existing AVAudioEngine already set up to play and process sounds from different sources (e.g. from an AVAudioSourceNode wrapping a synth, or from AVPlayerNode playing back local files).
So what approach would you recommend if we want to integrate this into a pre-existing audio engine? Maybe wrapping the SwiftAudioPlayer in an AUAudioUnit subclass?
Hmm I am exposing both the underlying AVAudioEngine and AVAudioPlayerNode along with all the AVAudioUnit modifiers. Is that sufficient to hook up to your engine? I haven't exploring connecting one AVAudioEngine to another so I'm not exactly sure.