For kAudioUnitSubType_MultiChannelMixer you have to set the channel count before using any more than eight. I've used 100 for a test and it was smooth sailing.
UInt32 channelCount = 16; AudioUnitSetProperty(mixerUnit , kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0, &channelCount, sizeof(channelCount)); On Mon, Mar 7, 2016 at 12:31 PM, Marcelo Birnbach <[email protected]> wrote: > Hi all, > > > I wonder if there's any limit to the number of input buses a > kAudioUnitType_Mixer > can use. I empirically found that buses higher than ~8 are discarded. > That means that I can mix up to 7 inputs but the 8th and higher are silent > in the output mix. > > > I tried with kAudioUnitSubType_MultiChannelMixer, > kAudioUnitSubType_StereoMixer > and kAudioUnitSubType_3DMixer sub-types. All input buses are set > to mono 44100hz and the mixer output is stereo. > > > I got the same behavior regardless whether I connected other nodes to the > mixer input buses or using render input callbacks. > > > We are calling setting setting the kAudioUnitProperty_ElementCount > property with the right value (e.g. 11 buses). > > > Does anyone have an idea of what's going on? I was thinking about using N > number of mixers and connecting them to a master mix but that sounds like a > hack to me and I'd love to understand what's going on first. > > > Thanks > > Marcelo > > > > > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Coreaudio-api mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/coreaudio-api/oneill707%40gmail.com > > This email sent to [email protected] >
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