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Re: question about AudioUnit render buffer size
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Re: question about AudioUnit render buffer size


  • Subject: Re: question about AudioUnit render buffer size
  • From: James McCartney <email@hidden>
  • Date: Fri, 16 Apr 2010 10:29:32 -0700

Hi Brad,

The API contract only guarantees that it will be less than kAudioUnitProperty_MaximumFramesPerSlice.
It can vary in size from call to call particularly if you are upstream of an AU such as AUVarispeed.


On Apr 16, 2010, at 9:18 AM, Brad Garton wrote:

> Hey list --
>
> I'm probably being really dense here:  I'd like to determine ahead-of-time the actual size (in frames) of the AudioBuffers used in the AudioUnitRender().  e.g. in this call:
>
> 	AudioUnitRender(rioUnit, ioActionFlags, inTimeStamp, 1, inNumberFrames, ioData);
>
> I'd like to know what "inNumberFrames" will be prior to starting the AudioUnit (rioUnit is the RemoteIO AudioUnit I'm using).  Doing an
>
> 	AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareIOBufferDuration, ...)
>
> doesn't seem to do the trick, and setting "kAudioSessionProperty_PreferredHardwareIOBufferDuration" won't *guarantee* an actual number, right?
>
> In the simulator I'm always seeing 512 frames for these buffers, but on the device it seems to set it sort-of properly, but can I be sure (the "preferred" is bothering me)?  I'd like to get the Actual Real Number of frames.
>
> brad
> http://music.columbia.edu/~brad
>
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