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Re: Render callback not producing enough samples
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Re: Render callback not producing enough samples


  • Subject: Re: Render callback not producing enough samples
  • From: David Duncan <email@hidden>
  • Date: Mon, 22 Mar 2004 10:48:46 -0500

On Mar 22, 2004, at 10:31 AM, Alberto Ricci wrote:

Thank you, David.
I was referring to an Audio Unit callback.
OK, I will then return the exact number of frames requested, but I wonder what is best to do when I am requested more frames than I have in my ring buffer. This ring buffer is filled by a piece of custom hardware, so I can't just decide to process more samples.
In order to have as many samples as requested, I would need to sleep until the device has generated more samples, but then I don't think it's a good thing to do from within a realtime thread... or is it?

It's not good to sleep in a realtime thread. You really only have two choices - arrange so that your external device always has enough samples available, or hand out silence if there aren't enough. If you can request the hardware to produce more samples while running, you can try to detect when you will run out in the future and request it prepare more samples, but that is probably the best you can do in either case.
--
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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References: 
 >Render callback not producing enough samples (From: Alberto Ricci <email@hidden>)
 >Re: Render callback not producing enough samples (From: David Duncan <email@hidden>)
 >Re: Render callback not producing enough samples (From: Alberto Ricci <email@hidden>)

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