📎 AI Summary:
The original poster is seeking help understanding how to access and store raw audio data captured via the Windows Core Audio API, specifically how to retrieve data from a pointer and save it to a file, as the stored data appears minimal. They also inquire whether the IAudioClientRenderClient::GetBuffer() method is necessary for reading audio packets, as they haven't found clear references to the packet structure in the documentation. The overall sentiment indicates ongoing difficulties with correctly capturing, handling, and storing audio data using the Windows audio APIs.

ExylonFiber

Well-Known Member
Joined
Apr 25, 2020
Messages
26
Thread Author #1
Can someone explain how to get data stored in a pointer and get an address that is stored in that pointer, then get the data from the address?
I cannot figure out how to store the raw audio data into a file every time I run it the data accumulating in the file is low. The function in question is IAudioCaptureClient::GetBuffer()
Here is my code:
https://github.com/.../MessingAroundWithAudio/Source.cpp
Here is the api reference:
https://docs.microsoft.com/.../coreaudio/capturing-a-stream
 

ExylonFiber

Well-Known Member
Joined
Apr 25, 2020
Messages
26
Thread Author #2
Do I need the IAudioClientRenderClient::GetBuffer() to read the audio packet? I can't seem to find any reference in this whole section to audio packet structure if that is indeed the case.