---------- Forwarded message ----------
From: Dave O'Neill <[email protected]>
Date: Sat, Mar 21, 2015 at 5:07 PM
Subject: Re: Fwd: still super duper frustrated about the au graph..
To: "Patrick J. Collins" <[email protected]>


Just create the instance variables :
    float mySample
    int increasing
for the saw wave generation in the render callback. and I'm sure there are
some calls to free that are in order as well, but it should help you out.

On Sat, Mar 21, 2015 at 4:19 PM, Patrick J. Collins <
[email protected]> wrote:

> Nope.. Just tried giving it stereo, still no breakpoint is hit in my
> render callback.  :(  or really :'(
>
> Patrick J. Collins
> http://collinatorstudios.com
>
>
> On Sat, 21 Mar 2015, Dave O'Neill wrote:
>
> > I think the low pass unit needs stereo floats, you're giving it a mono
> buffer.
> > Maybe that's the problem.
> >
> > On Sat, Mar 21, 2015 at 3:52 PM, Patrick J. Collins
> > <[email protected]> wrote:
> >       > I don't think that you can call AudioUnitRender on the ioUnit,
> but
> >       I don't know
> >       > that for sure.  If you are going to do an offline render just
> >       leave it out and
> >       > call AudioUnitRender on the next unit up the chain.
> >
> >       Unfortunately, that's still not working..  I changed it to:
> >               AudioUnitRender(player.lowPassAU, &flag, &inTimeStamp, 0,
> >               blockSize, bufferlist);
> >
> >       My callback still isn't getting triggered, and that AudioUnitRender
> >       call
> >       is definitely being hit many times...
> >
> >       Patrick J. Collins
> >       http://collinatorstudios.com
> >
> >
> >
> >
>
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