Slow growth of latency in AudioUnit render callbacks
Slow growth of latency in AudioUnit render callbacks
- Subject: Slow growth of latency in AudioUnit render callbacks
- From: Chris Jones <email@hidden>
- Date: Thu, 18 Apr 2019 09:40:05 +0100
Hey folks
I'm experimenting with the old CAPlayThrough example code and I'm hitting a
situation I don't understand yet.
Over a period of about an hour on my 4GHz i7 iMac, the audio being
played-through gets more and more delayed. Initial latency looks to be
about 150ms and grows up to about 500ms at which point it decays into
digital noise and then goes silent (the latter I believe being CoreAudio
discarding my late data).
Other than converting some of the C++ objects to ObjC, I don't think I've
diverged significantly from the original code, but it's hard to compare the
running performance because the CAPlayThrough sample doesn't really build
anymore. I've been careful to avoid making ObjC method calls in the
callbacks (there's one, but it's only called before data starts flowing)
and data accessed from the ObjC objects is all done via ivars.
I'm happy to post the code, if someone would like to have a look at it, or
I'd be very grateful for some pointers on what I might be doing wrong.
--
Cheers,
Chris
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