QuickTime Toolkit Volume Two: Advanced Movie Playback and by Tim Monroe

By Tim Monroe

"Buried inside of QuickTime are a number of robust instruments for developing, supplying, and taking part in electronic media. The legit QuickTime documentation explains 'what' each one API functionality does. yet realizing what every one functionality does isn't really sufficient to permit a developer to take complete benefit of QuickTime. QuickTime Toolkit fills within the gap—providing lots of functional examples of 'how' to take advantage of QuickTime to accomplish all types of helpful initiatives. extra importantly, [this publication] is going past 'how' and into 'why' —providing readers with a deeper realizing of QuickTime and the way to profit from utilizing it of their personal products." —Peter Hoddie, cofounder of Kinoma and previous QuickTime architect

QuickTime Toolkit, quantity Two keeps the step by step research of programming QuickTime, the dependent and robust media engine utilized by lots of Apple's industry-leading services (such because the iTunes song shop, iMovie, and ultimate reduce professional) and in addition utilized by a good number of third-party functions. This moment number of articles from the author's extremely popular column in MacTech Magazine builds upon the dialogue of playback thoughts and media forms awarded within the first quantity to hide complex varieties of QuickTime media information, together with video results, Flash tracks, and skins. It exhibits easy methods to trap audio and video info, broadcast that info to distant desktops, play video clips complete display, and cargo video clips asynchronously. QuickTime Toolkit quantity Two additionally exhibits tips on how to combine Carbon occasions into your Macintosh software and the way to paintings with Macintosh assets on your home windows application.

Part of the professional QuickTime Developer Series, publishing the best books on QuickTime in cooperation with Apple.

*Includes a CD-ROM with a variety of code examples in C that will help you start together with your personal applications
*Written through considered one of Apple's most effective media engineers expert in revealing QuickTime's subtle know-how to programmers
*Offers many undocumented insider advice for making purposes that paintings good in either Mac OS and home windows

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Extra resources for QuickTime Toolkit Volume Two: Advanced Movie Playback and Media Types

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The second version contains a single sprite track. The third version contains a sprite track and a tween track. This fourth version contains two video tracks (the sources) and an effects track. None of these versions is inherently any better or worse than any of the others (though it's hard not to choke on the beefy size of the first version). Which of them we employ for a specific purpose depends on various factors. For instance, if we want the smallest file size, we would use the effects version; if we want to be able to add wiring to the movie, then a sprite version is preferable.

An effects parameter file is a file that specifies an effect and zero or more of its parameters; it may also specify the poster picture that appears in the effects parameters dialog box. An effects parameter file is organized as a series of "classic" atoms. Currently, three kinds of atoms are included in one of these files: 1. An atom of type 'qtfx' (required). The atom data is an atom container that holds information about the effect type and parameters. In other words, the atom data is an effect description.

We'll split our work into two parts. First we'll write a utility, EffectsUtils__GetPictResourceAsGWorld, that reads a 'PICT' resource and draws it into an offscreen graphics world. Then we'll write another utility, EffectsUtils AddVideoTrackFromGWorld, that creates a video track from the 18 Chapter 1 F/X image in an offscreen graphics world. 7. 7 Creating two video tracks from two 'PICT' resources. = noErr) goto b a i l ; myErr = EffectsUtils_AddVideoTrackFromGWorld(&myMovie, myGW2, &mySrc2Track, 0, kEffectMovieDuration, kPenguinTrackWidth, kPenguinTrackHeight); To create an offscreen graphics world that holds the image stored in a 'PICT' resource, we get the picture data from the resource (by calling GetPicture), create an offscreen graphics world of the required size (by calling QTNewGWorld), and then draw the picture data into that new graphics world (by calling DrawPicture).

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