Re: Error in AudioUnitRender()
Re: Error in AudioUnitRender()
- Subject: Re: Error in AudioUnitRender()
- From: William Stewart <email@hidden>
- Date: Mon, 12 Dec 2005 10:56:58 -0800
On 10/12/2005, at 10:52 AM, Jeremy Sagan wrote:
Hello,
Perhaps this is due to a mistake I seem to make frequently. This
property is only settable when the AU is uninitialized. I wish this
was made clearer in the documentation!
We return result codes - you should always check them :-)
A really simple macro if the verify_noerr - it does nothing on
Release builds, and gives you a nice print out for non-zero returns
on Debug (have to define DEBUG of course)
Bill
Jeremy
On Dec 10, 2005, at 1:24 PM, Jeremy Sagan wrote:
Hello Doug,
When I do this with 2048 frames as shown below it succeeds with
noErr however when I call AudioUnitRender
I get a kAudioUnitErr_TooManyFramesToProcess error every time. Is
there any explanation for this? Is there anything else that could
cause this?
I have tried this on both the reverb and the DLSMusicDevice.
FYI, it always works fine with 1024 frames.
Jeremy
On Dec 9, 2005, at 9:29 PM, Doug Wyatt wrote:
You can interrogate kAudioUnitProperty_MaximumFramesPerSlice and
respect it -- or you can set it:
UInt32 frames = 2048;
AudioUnitSetProperty(myReverbAUInstance,
kAudioUnitProperty_MaximumFramesPerSlice,
kAudioUnitScope_Global,
0,
&frames,
sizeof(frames));
Doug
On Dec 9, 2005, at 18:17, john wrote:
Hi,
Thanks Philippe, that's what I was looking for!
I implemented this and while using the Matrix Reverb I'm getting
kAudioUnitErr_TooManyFramesToProcess. I'm sure (well, I hope) I
can just reduce the frames (it is 2048 frames with floating
point data), but is there any way to determine the maximum frame
count without trial and error?
Thanks!
-- John
--
Doug Wyatt
Core Audio, Apple
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