Sat*_*ish 6 iphone audio device audiounit ios
我正在开发一个项目,其中我使用了AudioUnitRender,它在模拟器中运行良好,但在设备中出现-50错误.
如果有人遇到类似的问题,请给我一些解决方案.
RIOInterface* THIS = (RIOInterface *)inRefCon;
COMPLEX_SPLIT A = THIS->A;
void *dataBuffer = THIS->dataBuffer;
float *outputBuffer = THIS->outputBuffer;
FFTSetup fftSetup = THIS->fftSetup;
uint32_t log2n = THIS->log2n;
uint32_t n = THIS->n;
uint32_t nOver2 = THIS->nOver2;
uint32_t stride = 1;
int bufferCapacity = THIS->bufferCapacity;
SInt16 index = THIS->index;
AudioUnit rioUnit = THIS->ioUnit;
OSStatus renderErr;
UInt32 bus1 = 1;
renderErr = AudioUnitRender(rioUnit, ioActionFlags,
inTimeStamp, bus1, inNumberFrames, THIS->bufferList);
NSLog(@"%d",renderErr);
if (renderErr < 0) {
return renderErr;
}
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有关样本大小和框架的数据......
bytesPerSample = sizeof(SInt16);
asbd.mFormatID = kAudioFormatLinearPCM;
asbd.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
asbd.mBitsPerChannel = 8 * bytesPerSample;
asbd.mFramesPerPacket = 1;
asbd.mChannelsPerFrame = 1;
//asbd.mBytesPerPacket = asbd.mBytesPerFrame * asbd.mFramesPerPacket;
asbd.mBytesPerPacket = bytesPerSample * asbd.mFramesPerPacket;
//asbd.mBytesPerFrame = bytesPerSample * asbd.mChannelsPerFrame;
asbd.mBytesPerFrame = bytesPerSample * asbd.mChannelsPerFrame;
asbd.mSampleRate = sampleRate;
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提前致谢..
缓冲区的长度(inNumberFrames)在设备和模拟器上可能不同。根据我的经验,它在设备上通常更大。当您使用自己的 AudioBufferList 时,您必须考虑这一点。我建议为 AudioBufferList 中的缓冲区分配更多内存。
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