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
>
>
>
>
>
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