AudioQueue ate my buffer (first 15 milliseconds of it)

Posted by iter on Stack Overflow See other posts from Stack Overflow or by iter
Published on 2010-04-02T03:11:04Z Indexed on 2010/04/02 3:13 UTC
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I am generating audio programmatically. I hear gaps of silence between my buffers. When I hook my phone to a scope, I see that the first few samples of each buffer are missing, and in their place is silence. The length of this silence varies from almost nothing to as much as 20 ms.

My first thought is that my original callback function takes too much time. I replace it with the shortest one possible--it re-renqueues the same buffer over and over. I observe the same behavior.

AudioQueueRef aq;
AudioQueueBufferRef aq_buffer;
AudioStreamBasicDescription asbd;

void aq_callback (void *aqData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {
    OSStatus s = AudioQueueEnqueueBuffer(aq, aq_buffer, 0, NULL);
}

void aq_init(void) {
    OSStatus s;

    asbd.mSampleRate = AUDIO_SAMPLES_PER_S;
    asbd.mFormatID = kAudioFormatLinearPCM;
    asbd.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked; 
    asbd.mBytesPerPacket = 1;
    asbd.mFramesPerPacket = 1; 
    asbd.mBytesPerFrame = 1;
    asbd.mChannelsPerFrame = 1;
    asbd.mBitsPerChannel = 8;
    asbd.mReserved = 0;


    int PPM_PACKETS_PER_SECOND = 50;
    // one buffer is as long as one PPM frame
    int BUFFER_SIZE_BYTES = asbd.mSampleRate/PPM_PACKETS_PER_SECOND*asbd.mBytesPerFrame;

    s = AudioQueueNewOutput(&asbd, aq_callback, NULL, CFRunLoopGetCurrent(), kCFRunLoopCommonModes, 0, &aq);
    s = AudioQueueAllocateBuffer(aq, BUFFER_SIZE_BYTES, &aq_buffer);

    // put samples in the buffer
    buffer_data(my_data, aq_buffer);

    s = AudioQueueStart(aq, NULL);
    s = AudioQueueEnqueueBuffer(aq, aq_buffer, 0, NULL);
}

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