In core audio, when the recordingCallback is called: static OSStatus recordingCallback(void *inRefCon,
I amusing Remote IO to capture voice real time an开发者_开发百科d playback through headphone. When I test it the device(iPhone or iPad), I always hear a continuous noise in the background .
I am writing an Objective-C++ framework which needs to host Audio Units. Everything works perfectly fine if I attempt to make use of Apple\'s default units like the DLS Synth and various effects. Howe
I am getting my bearings in core audio / audio units, so please forgive me if this should be self evident.
I am familiarizing myself with how to use AudioUnit to play sounds and am confused by the notions of packets and frames.I would like to know:
I encountered a problem which made me unable to capture input signal from microphone on the device (iPhone4). However, the code runs fine in the simulator.
I\'m trying to 开发者_StackOverflow社区build a Render Callback function that will load a variety of short sound files, and (according to my custom logic) put them in my mixer Unit\'s iOData audioBuffe
I\'m trying to find the best way to play a seamless loop of audio, that the user can switch out for another at the shorte开发者_C百科st possible notice, with a decent number (30-150) of very short loo
I am coding an audio app for the iphone where I need to use some C code to deal with the audio files. In short, I have a memory leak that is causing the app to crash after so many files have been load
I have an app with callbacks for recording and playing audio. From the recording callback, I call a function to update the GUI: