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Re: How to go about debugging transient "statics" using AudioUnit's RemoteIO
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Re: How to go about debugging transient "statics" using AudioUnit's RemoteIO


  • Subject: Re: How to go about debugging transient "statics" using AudioUnit's RemoteIO
  • From: Gregory Wieber <email@hidden>
  • Date: Sun, 15 Jan 2012 15:30:03 -0800

You should definitely dig through the mailing list archives regarding Objective-C and core audio. It's been discussed extensively, but the gist is that you need to have an extremely bare-metal understanding of Objective-C message dispatching to attempt to use it for audio callbacks. The general recommendation of the core audio mailing list (if I may) is to avoid Objective-C in render callbacks. 



On Sun, Jan 15, 2012 at 3:14 PM, Jean-François Brouillet <email@hidden> wrote:
Thanks for the idea.

I did check and couldn't find any. I use a very simple interpolation technique to weight two adjacent samples in a precomputed table and come up with an intermediate one, of the form (1-a) x1 + a x2 where I did check that neither a, x1 nor x2 could possibly be NaNs.

In the end I rewrote all the sample generation in C++ (what a pain!), ditching my ObjC code and the random statics are gone. I'm just really sad that the ObjC method dispatch is so slow in this context. If I was getting unpredictable statics when playing just one note, what's going to happen when I send my generator some chords?

Thanks for the help (but I'll stay in ObjC for everything else! :-)

> You're going to run into trouble if you try to put NSLog or printf
> statements in your callback.
>
> Have you checked to make sure you're not getting NaN values at any point in
> your calculations?

--
JFB

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References: 
 >Re: How to go about debugging transient "statics" using AudioUnit's RemoteIO (From: Jean-François Brouillet <email@hidden>)

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