Re: frame count, audio output unit
Re: frame count, audio output unit
- Subject: Re: frame count, audio output unit
- From: john <email@hidden>
- Date: Mon, 19 Apr 2004 23:01:48 -0400
Hi David,
Thanks for the reply. It definitely is passing that value as the
inNumFrames parameter. However, I changed the AU setup code to use
FindNextComponent() and OpenAComponent() instead of
OpenDefaultAudioOutput() and now it passes the correct amount of
frames.
Here's the AU output setup code where it's weird, what's the problem
with this?
AURenderCallbackStruct inputCallbackStruct;
if (!OpenDefaultAudioOutput(&theAudioOutput))
{
AudioUnitSetProperty(theAudioOutput,
kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0,
&gStdCAStream, sizeof(AudioStreamBasicDescription));
AudioUnitInitialize(theAudioOutput);
inputCallbackStruct.inputProc = OutputRenderProc;
inputCallbackStruct.inputProcRefCon = self;
AudioUnitSetProperty(theAudioOutput,
kAudioUnitProperty_SetInputCallback, kAudioUnitScope_Input, 0,
&inputCallbackStruct, sizeof(AURenderCallbackStruct));
AudioOutputUnitStart(theAudioOutput);
}
-- John
>
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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