Process Audio Data


I want to code a little Audio Visualization, and before I use C++ with SDL and FMOD I would like to know if it is possible to play a sound-file with heaps/hashlink and get to the bytes.

I think I’m looking for something like the (never working) OpenFL SampleDataEvent.

I need the bytes of the audio played at the moment to feed an FFT Algorithm with it.

Reading through the heaps source code didn’t help. I discovered NativeChannel has an onSample method which can be overriden, but this method is missing in the normal Sound Channel.

Any ideas?


The audio Manager is buffer based. Look at hxd.snd.Manager implementation