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Re: USB Audio streaming start
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Re: USB Audio streaming start


  • Subject: Re: USB Audio streaming start
  • From: Daniel Mack <email@hidden>
  • Date: Wed, 19 Oct 2011 20:34:57 +0200

On 19.10.11 20:30, Daniel Mack wrote:
> The other context is the high-priority real-time thread OS X calls your
> ::clipOutputSamples() method with. You can still access the previously
> submitted buffers later and modify their contents from this real-time
> thread. So do your audio material queuing from there, and also use it to
> scan your submitted USB packet lists and see where the hardware engine's
> head currently operates (IOUSBLowLatencyIsocFrame.frStatus). Once you
> notice that the head wrapped over a position that translates to your
> internal IOAudioEngine buffer's zero position, call takeTimeStamp().

This of course assumes that you're reading from the device to determine
it's speed. If you have any other clocking implementation, you'd need to
do it differently, but the basic idea remains the same.


Daniel

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  • Follow-Ups:
    • Re: USB Audio streaming start
      • From: Vyacheslav Matyushin <email@hidden>
References: 
 >USB Audio streaming start (From: Vyacheslav Matyushin <email@hidden>)
 >Re: USB Audio streaming start (From: Daniel Mack <email@hidden>)

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