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dumb newbie question on avoiding dropouts in ioproc
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dumb newbie question on avoiding dropouts in ioproc


  • Subject: dumb newbie question on avoiding dropouts in ioproc
  • From: Miles Egan <email@hidden>
  • Date: Fri, 4 Feb 2005 13:22:13 -0800

After spending some time browsing around in the list archives, I'm getting the idea that the recommended method for avoiding dropouts in render callbacks is to feed the callback with data from a separate feeder thread and to do minimal work in the actual callback function. Is this still the best approach? It's a clever solution but it seems fairly complex for simple audio playback.

To be more specific, I'm working on a simple music player that generally eats less than 5% of a 2ghz G5. Playback quality is very good for several different input codecs but I do get the occasional glitch. I'd prefer to find a simpler solution than a full-blown lock-free ring buffer setup, but I guess I'll just bite the bullet if that's the only way.

Does it help that I have very relaxed latency restraints? Could I get any significant mileage out of tricks like increasing the output device's buffer size or changing the priority of the core audio playback thread? Since I'm practically just shoveling data out of a file into the output unit I'm hoping I can get off a little easier here.

--
miles

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