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iPhone Custom Audio Unit: why buzz?
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iPhone Custom Audio Unit: why buzz?


  • Subject: iPhone Custom Audio Unit: why buzz?
  • From: Sung <email@hidden>
  • Date: Fri, 5 Mar 2010 23:41:38 -0800

Hi all,

There was a thread about creating a custom AU to play a simple sine wave:
http://lists.apple.com/archives/coreaudio-api/2008/nov/msg00292.html

I did the same thing and use the DefaultOutputUnit example from Apple sample to construct sine tone in callback:

static OSStatus renderInput(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, 
const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber,   UInt32 inNumberFrames,  AudioBufferList *ioData)
{
        double frequency = 440.0;
double j = 0.0;
double cycleLength = kGraphSampleRate / frequency;

        SInt16 *toneBuffer = (SInt16 *)ioData->mBuffers[0].mData
for (UInt32 frame; frame<512; ++frame) 
{
Float32 nextFloat = sin(j/cycleLength * (M_PI*2.0)) ;
toneBuffer[frame] = 32768.0*nextFloat;
j += 1.0;
if (j>cycleLength) {
j = j - cycleLength;
}
}

      return noErr;
}

It works in iphone simulator, but :
- the sound that comes out is "buzz saw" noise instead of a pure sine tone.
- on a device, the sound only comes out of headphone, not through the speaker.

Does any of you have similar issues?


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