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Re: frame count, audio output unit
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Re: frame count, audio output unit


  • Subject: Re: frame count, audio output unit
  • From: David Duncan <email@hidden>
  • Date: Mon, 19 Apr 2004 22:42:25 -0400

On Apr 19, 2004, at 10:10 PM, john wrote:

I noticed the audio output unit render callback seems to want a whole bunch of frames (3425892 to be precise). By just returning what my app is able it works fine, however, I thought perhaps the right way would be to set it so that it asks for as many as my app knows it's capable of.

I wasn't sure if kAudioUnitProperty_MaximumFramesPerSlice was the correct property (I tried it, no error, but no effect). Or do I not need to worry about it?

What does your render chain look like? 3.4 million frames seems excessive for any audio cycle, so either you have a sample rate configured incorrectly, your stomping memory somehow, or you have a really strange device... (for the record, I've always seen 512 frames requested from default audio at 44.1Khz).
--
Reality is what, when you stop believing in it, doesn't go away.
Failure is not an option. It is a privilege reserved for those who try.

David Duncan
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  • Follow-Ups:
    • Re: frame count, audio output unit
      • From: john <email@hidden>
References: 
 >Compiler error with lastest CA-SDK and CW 9.2 (From: "Michael Kleps [reFX]" <email@hidden>)
 >Internal Microphone (From: Ashish Jain <email@hidden>)
 >Re: Internal Microphone (From: Michael Thornburgh <email@hidden>)
 >mDataByteSize == 0? (From: john <email@hidden>)
 >Re: mDataByteSize == 0? (From: Michael Thornburgh <email@hidden>)
 >Re: mDataByteSize == 0? (From: Jeff Moore <email@hidden>)
 >frame count, audio output unit (From: john <email@hidden>)

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