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Re: Audio playing too quickly
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Re: Audio playing too quickly


  • Subject: Re: Audio playing too quickly
  • From: Steve Checkoway <email@hidden>
  • Date: Sat, 20 May 2006 21:07:23 -0700


On May 18, 2006, at 4:21 PM, Steve Checkoway wrote:

William Stewart wrote:
It does sound to me like you may have some mismatch between the device and client formats...

Have you considered using the output units to do this work for you:
Thank you for the suggestion, I'll look into it again.

Okay, after looking at it, it is pretty simple but I have a few questions. I noticed that the render callback does not have a "now" parameter like the IOProc's do when using AudioDeviceAddIOProc. Is there a way to get this in the render callback? In a related question, is there a way to get the current time outside the render callback like AudioDeviceGetCurrentTime() does?


I thought about listening to the kAudioHardwarePropertyDefaultOutputDevice property and keeping track of which device is currently the default output device and just using AudioDeviceGetCurrentTime() in both cases but I'm not sure if that will be using the same clock as inTimeStamp parameter to the AudioUnit's render callback or if that's brittle in some other way.

Thanks,

- Steve

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  • Follow-Ups:
    • Re: Audio playing too quickly
      • From: William Stewart <email@hidden>
References: 
 >Audio playing too quickly (From: Steve Checkoway <email@hidden>)
 >Re: Audio playing too quickly (From: Norman Franke <email@hidden>)
 >Re: Audio playing too quickly (From: William Stewart <email@hidden>)
 >Re: Audio playing too quickly (From: Steve Checkoway <email@hidden>)

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