Avoiding delay on starting sound
Avoiding delay on starting sound
- Subject: Avoiding delay on starting sound
- From: FILIPPIN LUCA <email@hidden>
- Date: Mon, 24 Jan 2005 11:55:26 +0100
Hi,
sorry if this issue was already submitted to your attention, but I was
not able to find it in the mailing list archive.
I wrote some simple code to play an audio file using my AudioRenderCallBack.
Between the AudioOutputUnitStart call and the call of my render callback
function I misure a delay of few ms (from 2to 5ms). It seems that this delay
depends on the buffer frame size (that can be set by
kAudioDevicePropertyBufferFrameSizeRange property): the lesser this size is,
the lesser will be the delay (but also, more often the render function will
be called, possible resulting in CPU overload and clicked sounds ). If I've
well understood, this buffer frame size determines the frequency at which
*sincronously* all the render funcion are called. My question: is there a
way to get that AudioOutputUnitStart trigger immediatly (and asincronously
respect to normal behaviour) my render callback, without introducing any
delay? Someone told me that starting early the audio unit and feeding it
with zero's till the moment I want start my proper sound will overcome the
problem, but what does this means exacly I can't understand, as I know that
the render function calls comes *sincronously* anyway, with frequency which
depend on the buffer frame size of the audio device. I need to make the
delay closest as possible to zero
Thank in advance for any suggestion,
Luca
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