当我运行这个简单的应用程序时,我听到一个非常响亮而刺耳的失真声音。我只是实例化一个默认的输出单元并分配一个渲染回调。让程序在runloop中运行。我没有发现Core Audio的错误,除了这种失真之外,一切正常。输出失真音频单元
#import <AudioToolbox/AudioToolbox.h>
OSStatus render1(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList * ioData)
{
return noErr;
}
int main(int argc, const char * argv[]) {
AudioUnit timerAU;
UInt32 propsize = 0;
AudioComponentDescription outputUnitDesc;
outputUnitDesc.componentType = kAudioUnitType_Output;
outputUnitDesc.componentSubType = kAudioUnitSubType_DefaultOutput;
outputUnitDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
outputUnitDesc.componentFlags = 0;
outputUnitDesc.componentFlagsMask = 0;
//Get RemoteIO AU from Audio Unit Component Manager
AudioComponent outputComp = AudioComponentFindNext(NULL, &outputUnitDesc);
if (outputComp == NULL) exit (-1);
CheckError(AudioComponentInstanceNew(outputComp, &timerAU), "comp");
//Set up render callback function for the RemoteIO AU.
AURenderCallbackStruct renderCallbackStruct;
renderCallbackStruct.inputProc = render1;
renderCallbackStruct.inputProcRefCon = nil;//(__bridge void *)(self);
propsize = sizeof(renderCallbackStruct);
CheckError(AudioUnitSetProperty(timerAU,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Global,
0,
&renderCallbackStruct,
propsize), "set render");
CheckError(AudioUnitInitialize(timerAU), "init");
// tickMethod = completion;
CheckError(AudioOutputUnitStart(timerAU), "start");
CFRunLoopRunInMode(kCFRunLoopDefaultMode, 1000, false);
}
请尽量让你的代码更具可读性,通过正确格式化它... – user3078414