Ok everyone, so I figured out the answer to my own question, and I only had to add about 10 lines of code to get it to work. Basically what I did was in the user data struct, or as Apple calls it the client data struct I added a variable to keep track of the total number of recorded samples, the sample rate (just so I would have access to the value inside the callback) and a pointer that would point to the audio data. In the callback function, I reallocated memory for the pointer and then copied the contents of the buffer into the newly allocated memory.
I'll post the code for my client recorder struct and the lines of code inside the callback function. I would like to post code for the entire program, but much of it was borrowed from the book "Learning Core Audio" by Chis Adamson and Kevin Avila and I don't want to infringe on any copyrights held by the book (can someone tell me if it's legal to post that here or not? if it is I'd be more than happy to post the whole program).
the client recorder struct code:
//user info struct for recording audio queue callbacks
typedef struct MyRecorder{
AudioFileID recordFile;
SInt64 recordPacket;
Boolean running;
UInt32 totalRecordedSamples;
Float32 * allData;
Float64 sampleRate;
}MyRecorder;
This struct needs to be initialized in the main loop of the program. It would look something like this:
MyRecorder recoder = {0};
I know I spelled "recorder" incorrectly.
Next, what I did inside the callback function:
//now let's also write the data to a buffer that can be accessed in the rest of the program
//first calculate the number of samples in the buffer
Float32 nSamples = RECORD_SECONDS * recorder->sampleRate;
nSamples = (UInt32) nSamples;
//so first we need to reallocate memory that the recorder.allData pointer is pointing to
//pretty simple, just add the amount of samples we just recorded to the number that we already had
//to get the current total number of samples, and the size of each sample, which we get from
//sizeof(Float32).
recorder->allData = realloc(recorder->allData, sizeof(Float32) * (nSamples + recorder->totalRecordedSamples));
//now we need to copy what's in the current buffer into the memory that we just allocated
//however, rememeber that we don't want to overwrite what we already just recorded
//so using pointer arith, we need to offset the recorder->allData pointer in memcpy by
//the current value of totalRecordedSamples
memcpy((recorder->allData) + (recorder->totalRecordedSamples), inBuffer->mAudioData, sizeof(Float32) * nSamples);
//update the number of total recorded samples
recorder->totalRecordedSamples += nSamples;
And of course at the end of my program I freed the memory in the recoder.allData pointer.
Also, my experience with C is very limited, so if I'm making some mistakes especially with memory management, please let me know. Some of the malloc, realloc, memcpy etc. type functions in C sort of freak me out.
EDIT: Also I'm now working on how to do the same thing using AudioUnits, I'll post the solution to that when done.