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RenderInput not working properly
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RenderInput not working properly


  • Subject: RenderInput not working properly
  • From: Sanoj Nambi <email@hidden>
  • Date: Wed, 30 Jun 2010 15:11:43 -0500

Hey,
I am working on integrating two sound files.I am able to achieve it on simulator however iphone device fails to run it.
After debugging I released that  it stops at RenderInput Callback function(same as multichannelMixer example on apples developer site) .
The strange part is that the example at developer site is working fine on iphone.
Can anyone tell me why it is happening.

Here is the code snippet:

static OSStatus renderInput(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)

{

    SndBufferPtr sndbuff = (SndBufferPtr)inRefCon;

    

    UInt32 bufSamples = sndbuff[inBusNumber].numFrames;

AudioUnitSampleType *in = sndbuff[inBusNumber].data;


AudioUnitSampleType *outA = (AudioUnitSampleType *)ioData->mBuffers[0].mData;

AudioUnitSampleType *outB = (AudioUnitSampleType *)ioData->mBuffers[1].mData;

    UInt32 sample = sndbuff[inBusNumber].sampleNum;

for (UInt32 i = 0; i < inNumberFrames; ++i) {

        if (1 == inBusNumber) {

            outA[i] = 0;

            outB[i] = in[sample++];             -IT SAYS BAD ACCESS HERE

        } else {

             outA[i] = in[sample++];            -IT SAYS BAD ACCESS HERE

outB[i] = 0;

        }

    }

    sndbuff[inBusNumber].sampleNum = sample;    

return noErr;

}


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