Re: Audio playing too quickly
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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