Re: audio sync problem
Re: audio sync problem
- Subject: Re: audio sync problem
- From: Greg Chapman <email@hidden>
- Date: Thu, 16 Jun 2005 09:59:14 -0700
Are you sure that your QuickTime sourcing code is producing
synchronized data (ie. does the first buffer from src1 contain the
same samples as the first buffer from src2, when you feed them both
from the same content)? That would be my first guess...
What method does your QTSoundFilePlayer use to get audio from
QuickTime? Is it PutMovieIntoTypedHandle, or is it GetMediaSample
followed by a SoundConverter? Or is it something else?
Greg Chapman
QuickTime Engineering
On Jun 16, 2005, at 1:50 AM, Guillermo Lapresta wrote:
Hi all,
I'm building an app which mixes various audio streams. The source
of each stream is QT (a modified QTSoundFilePlayer), then passed to
three param EQ, then are mixed with a 3DMixer and the result
finally go through a dynamics processor and to the default output.
A simple diagram:
Src 1 -> EQ ->
-> 3DMixer -> Dynamics -> Out
Src n -> EQ ->
The problem: Let's suppose we have a sound in src1 and the same
sound in src2. The result is that the mixed stream is not the
desired (the sound amplified and eq'd), it is mixed with a strange
*random* latency so a weird delay effect appears. I've verified
that there are no buffer underruns, and that in my render callbacks
the audio is served at a exact position of mSampleTime.
I've tried shrinking the buffers of the audio units with no
result. Can anyone give me a pointer of what's happening? In
theory, 3DMixer pulls from each of its inputs and when it has a
something to mix from each of them, it mixes it, doesn't it?
Thanks in advance, and sorry for my bad english.
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