iPhoneOS AudioQueueOfflineRender
iPhoneOS AudioQueueOfflineRender
- Subject: iPhoneOS AudioQueueOfflineRender
- From: Marc Aurel Kiefer <email@hidden>
- Date: Thu, 11 Sep 2008 11:29:23 +0200
Hi,
I need to decode MP3 files on an iPhone but Audio Codec Services
aren't available. So I think AudioQueueOfflineRender is the way to go.
As I understand this I just need to change my working playback example
code to not call AudioQueuePlay, but AudioQueueSetOfflineRenderFormat
and then repeatedly call AudioQueueOfflineRender to get the decoded
buffers. But the only thing i get back is a zero filled buffer. There
was already a "solution" on this list, where somebody said he had to
call AudioQueueOfflineRender in the "render callback" but I dont know
what that means. Here are some code snippets I think might be
interesting in case I'm doing something completely wrong (some checks
removed to improve readability):
AudioStreamBasicDescription streamDesc;
FillOutASBDForLPCM(streamDesc, 44100, 2, 16, 16, false, false,false);
struct AudioChannelLayout layout=
{
kAudioChannelLayoutTag_Stereo,
0,
0,
NULL
};
AudioQueueSetOfflineRenderFormat(queue, &streamDesc, &layout);
...
//get the first buffer (values hardcoded for testing)
struct AudioTimeStamp timeStamp =
{
0,
0,
0,
0,
0,
kAudioTimeStampSampleTimeValid,
0
};
AudioQueueBufferRef outBuffer;
AudioQueueAllocateBuffer(queue, gBufferSizeBytes, &outBuffer);
AudioQueueOfflineRender(queue, &timeStamp, outBuffer, 16384))
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