Re: iPhone - AudioUnitRender() on 3DMixer
Re: iPhone - AudioUnitRender() on 3DMixer
- Subject: Re: iPhone - AudioUnitRender() on 3DMixer
- From: William Stewart <email@hidden>
- Date: Thu, 10 Sep 2009 17:46:12 -0700
On Sep 10, 2009, at 5:01 PM, ROBB A MANIA wrote:
Hello All,
I am experiencing an issue with AudioUnitRender() on the iPhone. I
have an AUGraph with containing a 3DMixer with mono 44.1 kHz PCM
inputs and stereo output.
ok
This feeds into the AURIO unit. When I directly connect the 3DMixer
to the AURIO unit using AUGraphConnectNodeInput(), everything runs
perfectly.
natch :)
However, I don't want to use the node connection. I want to use a
callback in the AURIO unit which renders the 3DMixer.
ok
When I attempt to do this, I am unable to successfully render the
3DMixer using AudioUnitRender() inside the AURIO callback. I get a
-50 error from the AudioUnitRender command. The callback is very
simple:
static OSStatus rioCallback(void *inRefCon,
AudioUnitRenderActionFlags*ioActionFlags, const AudioTimeStamp
*inTimeStamp, UInt32 inBusNumber, UInt32inNumberFrames,
AudioBufferList *ioData) {
RSplayer *player = (RSplayer *)inRefCon;
OSStatus err = 0;
err = AudioUnitRender(player.masterMixer, ioActionFlags,
inTimeStamp, inBusNumber, inNumberFrames, ioData);
return err;
}
one of the parameters you are passing to AudioUnitRender is wrong.
Probably the ioData buffer list is not set up correctly?
Is there a flag I should be setting other than what is supplied by
the callback input?
you can't use the buffer pointer that is provided for you to get input
from the rioUnit, to call for output of the mixer.
Its really not clear to me what you want to do, so perhaps you can
just describe that (draw a quick signal flow diagram)
I feel the issue may be something to do with mono inputs to the
3DMixer or a general peculiarity with rendering the 3DMixer. I was
able to find a work around to this issue by inserting a
MultiChannelMixer between the 3DMixer and the AURIO unit. Then I
directly connect the3DMixer output to the MultiChannelMixer input. I
am then able to successfully render the MultiChannelMixer using a
similar version of this callback (replacing the audio unit that gets
rendered obviously).
Can anyone offer insight into this issue? Is it possible to render
the 3DMixer here without the buffer MultiChannelMixer? Is there an
additional setting or flag that I need to apply? I appreciate all
help.
Regards,
Robb
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