Re: Playing multiple sounds
Re: Playing multiple sounds
- Subject: Re: Playing multiple sounds
- From: Stephen Davis <email@hidden>
- Date: Sat, 25 Aug 2007 10:09:51 -0700
On Aug 25, 2007, at 4:26 AM, Andreas Falkenhahn wrote:
Ok, thanks. I've now successfully installed a render callback on
the mixer.
But now there's a new problem: When the render proc is called,
ioData->mNumberBuffers
is 2 now, which makes AudioConverterFillComplexBuffer() exit with a
paramErr
because it obviously expects only one buffer.
What am I doing wrong here?
The format is mismatched - the version 1 AUs (that you were using)
were using interleaved floats. The format for v2 units use
deinterleaved floats. Have a look at the SetCanonical call in
CAStreamBasicDescription.cpp (in PublicUtility in /Developer/
Examples/
CoreAudio)
Ok, thanks. Now it's playing correctly. But: Am I not somewhat
overriding
the user's default settings by applying SetCanonical() on the
default output
format gotten through AudioUnitGetProperty()? I'm just wondering
because
SetCanonical() sets mBitsPerChannel to 32, mChannelsPerFrame to 2,
BytesPerFrame to sizeof(Float32), etc.
Why do I need to get the default stream format at all then if I'm
overriding it
with my own settings (using SetCanonical) right after I got it?
I think Bill's point was merely that deinterleaved audio is now the
default for v2 audio units and that SetCanonical() shows you how it's
done. You can still set the format to something different as long as
you keep in mind that it should be deinterleaved. Certain audio
units (default output units, audio converters, etc.) support
interleaved formats but v2 audio units are not required to (and most
don't) support interleaved data.
hth,
stephen
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