Re: Acquiring input Data
Re: Acquiring input Data
- Subject: Re: Acquiring input Data
- From: Paul Barbot <email@hidden>
- Date: Tue, 21 Jun 2005 16:03:07 +0200
On 6/21/05, Heath Raftery <email@hidden> wrote:
> I meant the content of the StreamBasicDescription. For example, after
> your AudioUnit is set up, try the following:
>
> CAStreamBasicDescription asbdClient;
> UInt32 theSize = sizeof(asbdClient);
> AudioUnitGetProperty(fInputUnit,
> kAudioUnitProperty_StreamFormat,
> kAudioUnitScope_Output,
> 1,
> &asbdClient,
> &theSize);
> printf("client format:\n");
> asbdClient.Print();
>
> And check the output log.
I got that on the console :
AudioStreamBasicDescription: 0 ch, 44100 Hz, ' ' (0x00000000) 0
bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame
I have a bad feeling about all these zero, is that normal ?.
>> > I have tried to do that but I have no more call of the callback
> > where I must put that allocation ??
>
> That's odd! It wasn't supposed to affect the calling of your
> callback. Just replace your allocation (your
> "theBufferList.mNumberBuffers = 1;" etc.) with what I've posted.
> Remember to declare the global variable "AudioBufferList
> *theBufferListPtr;". As long as you allocate before your callback is
> called, but after InputUnit has been connected to the
> DefaultOutputUnit, you should be fine. If your callback is not being
> called something else must have gone screwy - check to make sure your
> "MyInputCallbackSetup()" and "InitAndStartAUHAL()" is working right.
OK it's just a previous allocation that I forget in my code, now the
callback run
and i have no more -50 error !! However the ioActionFlag of the render
is always set to 0
and there are no data in my buffer :( .
thank you very much for your help !
--
Paul Barbot
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden