Re: AudioUnitAddRenderNotify and AudioUnitRender mDataByteSize
Re: AudioUnitAddRenderNotify and AudioUnitRender mDataByteSize
- Subject: Re: AudioUnitAddRenderNotify and AudioUnitRender mDataByteSize
- From: William Stewart <email@hidden>
- Date: Tue, 10 Oct 2006 10:53:53 -0700
There's no double buffering in the AU, so I'm not at all sure what
you are talking about.
You also have to check in the render notify *which* notification you
are being given - you are called both for pre and post render, and
post is the only time when the buffer list will contain valid data -
check the flags passed in with your notify call
Bill
On 10/10/2006, at 3:14 AM, Craig Bakalian wrote:
Hi Bill,
Okay, I do understand this. However, I am beginning to feel it is
the double buffering through the AudioUnitAddRenderNotiry that is
getting messed up. If I capture the data from a Music Device audio
unit in a Render Notify, and store the data into my apps memory,
and then I call AudioUnitRender on a single AudioUnit and pull the
stored data through **I think** that the double buffers are getting
**messed-up**. This is true regardless of me setting the
kAudioUnitProperty_StreamFormat I set up in the input or output of
the AudioUnit.
To keep this simple, are you saying that I should be able to store
double buffered data from AudioUnitRenderNotify, and then pull the
data through a reverb unit, or a delay unit with a call to
AudioUnitRender without the data get fuzzy? Also, what exacty is
the purpose of double buffering when we have mChannelsPerFrame?
Craig Bakalian
www.ethinkingcap.com
On Oct 9, 2006, at 3:32 PM, William Stewart wrote:
The RenderNotify calls are done and expressed in *output* scope of
an AU
The Input callbacks are expressed (and done) on the input scope/
element of an AU
So, you have to look at:
Render Notify - the format for the output scope (and element)
Input Callback - the format for the input scope and element
Bill
On 08/10/2006, at 3:59 AM, Craig Bakalian wrote:
Hi,
I have just discovered that there are two buffers with a
mDataByteSize of 2048 in a callback set up with
AudioUnitAddRenderNotify. However, when setting up a
AudioUnitRender and its callback the mDataByteSize is 128 with
two buffers. So, if I use AudioUnitAddRenderNotify to capture
data and store it in memory, and then pull on that data with an
AudioUnitRender, weird stuff happens, unreliable stuff.
What is up with this?
Craig Bakalian
www.ethinkingcap.com
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In the beginning, there was nothing, which exploded" - Terry Pratchett
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