Hello,
I wrote about this a few weeks ago but I don’t think anyone had a response.
I am trying to update my game from iOS7 to 8. My rendered sounds are full of
noise on iOS8 and I haven’t been able to figure out the problem.
The AudioUnitSampleType is deprecated, for one thing. I’ve tried setting it to
float, and to SInt32, as that seems to be the two possible old values. But it
doesn’t fix the problem. Also when setting up the AudioStreamBasicDescription
stream format, the mFormatFlags used to be kAudioFormatFlagsAudioUnitCanonical.
I’ve read that it should now be kAudioFormatFlagIsFloat |
kAudioFormatFlagsNativeEndian | kAudioFormatFlagIsPacked |
kAudioFormatFlagIsNonInterleaved.
I’ve tried that and also changing ‘IsFloat’ to ‘IsSInt32’ to match whatever I
had AudioUnitSampleType defined as. Nope, didn’t work.
Does anyone use the AUGraph stuff, with AUGraphSetNodeInputCallback for example
to set the callback to render a buffer full of sound samples? I use that and a
bunch of AudioUnit stuff like result = AudioUnitSetProperty (
mixerUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
busNumber,
&monoStreamFormat,
sizeof (monoStreamFormat)
);
It’s a couple of years since I looked at this stuff and I remember it being a
pain to get working in the first place. Anyone else had to port code using
these functions to iOS8? Any ideas about why it isn’t working right?
Thanks!
Bob
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