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Odd behavior with new iPhone 6s and 6s+ sample rate and render callbacks
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Odd behavior with new iPhone 6s and 6s+ sample rate and render callbacks


  • Subject: Odd behavior with new iPhone 6s and 6s+ sample rate and render callbacks
  • From: Tyler Neveldine <email@hidden>
  • Date: Thu, 03 Dec 2015 18:35:25 -0500

I’ve been having some odd behaviors with my audio engine since the iPhone 6s and 6s+ have come out and I was hoping someone could help explain these points of confusion for me. I’m quite sure it’s because these new models have a microphone with a set sample rate of 48kHz, especially since plugging in the apple earpods mic fixes the problem, but I still am having the following problems:

First, I am having some unintentional sample rate conversions happening somewhere in my code. I have an AVAudioSession that maintains a 48kHz hardwareSampleRate, which my engine would happily accept, and yet the CMSampleBuffers that I am retrieving through my AVCaptureAudioDataOutputSampleBufferDelegate’s captureOutput function are coming in at 44.1kHz with 940 or 941 samples per buffer, as if there was some sample rate conversion happening before I captured the buffer.

Second, what is determining the amount of frames that an Audio Unit’s render callback is allocating for the incoming buffer? I am getting very inconsistent results with this and can not understand how it is being determined. It is represented by the inNumberFrames parameter in an AURenderCallback function. For example, when I start recording it will give me a buffer for 941 samples then immediately increase to giving me a buffer for 1010, 1012, or even 1024 samples. This is causing all sorts of havoc with my render cycles.
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