Re: Slow growth of latency in AudioUnit render callbacks
Re: Slow growth of latency in AudioUnit render callbacks
- Subject: Re: Slow growth of latency in AudioUnit render callbacks
- From: Matt Ingalls <email@hidden>
- Date: Thu, 18 Apr 2019 11:33:27 -0700
if i remember correctly, that sends audio from one device to another?
and there’s no compensation in that code for clock drift?
i would instead use an aggregate device (created in Audio MIDI Setup, or you
can do it programmatically with a little pain)
with both devices, enabling drift correction. then copy one to the other in
the single i/o callback.
-m
> On Apr 18, 2019, at 1:40 AM, Chris Jones <email@hidden> wrote:
>
> 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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