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Resources [SrtreamingAudio] Images, artworks, icons changes
Screenshots [StreamingAudio] Remove old screenshot
AppDelegate.cs Pull from upstream
Entitlements.plist [StreamingAudio] Changes in Info.plist and Entitlements.plist
ErrorArg.cs Pull from upstream
Info.plist Pull from upstream
Main.cs Pull from upstream
MainViewController.cs Pull from upstream
MainViewController.designer.cs Pull from upstream
MainViewController.xib [StreamingAudio] Add MainViewController instead of using viewControll…
Metadata.xml Add brief description tag to metadata.xml
PlayerViewController.cs [StreamingAudio] change string value with enum
PlayerViewController.designer.cs Pull from upstream
PlayerViewController.xib [StreamingAudio] Add PlayerViewController instead of using playerCont…
QueueStream.cs Pull from upstream fixications.
StreamingAudio.csproj [Entitlements] Remove custom entitlements from project's configuration
StreamingAudio.sln [StreamingAudio] Changes in project and solution files
StreamingPlayback.cs Pull from upstream
iTunesArtwork [SrtreamingAudio] Images, artworks, icons changes
iTunesArtwork@2x [SrtreamingAudio] Images, artworks, icons changes

Streaming Audio

This sample illustrates how to use AudioToolbox's AudioFileStream to parse an audio stream progressively and play the audio back.

The audio is a creative commons MP3 file that is downloaded from a website using Mono's HTTP stack.

There are two samples:

  • One plays as it streams, and does not attempt to buffer more than the audio buffers that are used for AudioToolbox.

  • The second sample shows how to save a copy of the data as it is being downloaded (for example, a podcasting application would stream audio and retain a copy).


iPhone running Streaming Audio sample


Miguel de Icaza

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