Rendering differences between simulator and device
Rendering differences between simulator and device
- Subject: Rendering differences between simulator and device
- From: Antonio Nunes <email@hidden>
- Date: Sat, 28 Aug 2010 14:50:40 +0100
I'm developing an app using remoteIO on the iPad. When I run the app in the simulator artefacts can be heard (clicks, pops, noise). When I run the app on the device, audio is perfect. Should I be concerned that something is amiss with my rendering logic, or can such a discrepancy be expected under certain circumstances?
Essentially, I have a buffer of samples that is read by the rendering callback. I keep it filled through a loop in another thread. I have satisfied myself that the buffer never runs out of samples. (Which would be weird to happen on the much faster Core i5 iMac, yet not on the iPad.) To be more specific: there are actually up to four buffers and up to four busses. I use a multi channel mixer to mix the busses together. There is only ever one loop filling the buffers. The artefacts can however be heard whether I run the code with a single buffer or with multiple buffers (one or more voices).
Is it a known fact that the simulator can be undependable for audio rendering and can I continue my development without worrying about these glitches, or this is something that needs fixing? (In which case I would appreciate any hints as to possible causes and avenues of investigation.)
Best,
António
----------------------------------------------------
Disapprove of sin but not of the sinner
----------------------------------------------------
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden