No problem.
If I don't call the set element count API, I do get an error when trying to connect to the input, so that's not the issue here. However, I can't hear anything from any input greater than 7. Anyone else may have a clue? Thanks! ________________________________ From: Dave O'Neill <[email protected]> Sent: Monday, March 7, 2016 4:14 PM To: Marcelo Birnbach; [email protected] Subject: Re: kAudioUnitType_Mixer limit? I don't have it handy, but the thing I was testing to see if I could change the kAudioUnitProperty_ElementCount after it was initialized, I was able to update the property while audio was being produced. Maybe try initializing first. Also, I wasn't using an AUGraph, not sure if that changes anything. Dave On Mon, Mar 7, 2016 at 1:03 PM, Marcelo Birnbach <[email protected]<mailto:[email protected]>> wrote: Hi Dave, Thanks for your response. We call that API before connecting anything to the mixer: err = AudioUnitSetProperty(mMixer, kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0, &numbuses, sizeof(numbuses)); if (err) { NSLog(@"Error - initializeAUGraph - AudioUnitSetProperty - kAudioUnitProperty_ElementCount - error:%d", err); return false; } We are compiling with target SDK 10.6 (I'm not sure that makes any difference but we need backward compatibility). It's interesting you mentioned you've used it with 100 for a test and that worked. Do you happen to have that test handy so I can give it a try? Thanks Marcelo ________________________________ From: Dave O'Neill <[email protected]<mailto:[email protected]>> Sent: Monday, March 7, 2016 3:43 PM To: Marcelo Birnbach Cc: [email protected]<mailto:[email protected]> Subject: Re: kAudioUnitType_Mixer limit? 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]<mailto:[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]<mailto:[email protected]>) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/coreaudio-api/oneill707%40gmail.com This email sent to [email protected]<mailto:[email protected]>
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