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Apple Developer Documentation

    https://developer.apple.com/documentation/coreaudiotypes/audiostreambasicdescription
    In Core Audio, the following definitions apply: An audio stream is a continuous series of data that represents a sound, such as a song.. A channel is a discrete track of monophonic audio. A monophonic stream has one channel; a stereo stream has two channels. A sample is single numerical value for a single audio channel in an audio stream.. A frame is a collection of time …

AudioStreamBasicDescription Struct (AudioToolbox ...

    https://docs.microsoft.com/en-us/dotnet/api/audiotoolbox.audiostreambasicdescription
    The audio stack processes audio as a stream of audio packets. This data structure is used to describe the contents of these audio packets and contains information like the sample rate used for the audio samples, the format of the individual audio packets, the number of channels in the packets and the bits per channel, and so on.

Apple Developer Documentation

    https://developer.apple.com/documentation/audiotoolbox/1439840-audiounitgetproperty
    The audio unit scope for the property. inElement The audio unit element for the property. outData On successful output, the current value for the specified audio unit property. Set this parameter to NULL when calling this function if you only want to determine how much memory to allocate for a variable size property. ioDataSize

c++ - CoreAudio AudioUnitSetProperty always fails to set ...

    https://stackoverflow.com/questions/2170523/coreaudio-audiounitsetproperty-always-fails-to-set-sample-rate
    With the DefaultOuput AudioUnit you only set the input side of the AudioUnit to the format you wish to render. The output side of the unit will match what you specify on the input side but you cannot set it yourself. Try this after you have set the input stream format and you'll see that you are all set to go...

Errors while running the Code?

    https://www.py4u.net/discuss/1359325
    Answer #1: Well, it is in there. Check AudioUnit/AUComponent.h. Tip: If you're looking for a symbol in future, use Xcode's "Open Quickly" feature (shortcut: CMD+SHIFT+O). It does partial searching, so you can just type in "aunitproc" and you'll find AudioUnitProcess as the first result: Answered By: karwag. The answers/resolutions are collected ...

Reading and recording at the same time wi ... - Apple Inc.

    https://discussions.apple.com/thread/1994276
    sizeof(AudioStreamBasicDescription), &_soundFileDataFormat); err = ExtAudioFileWriteAsync(_extAudioFileRef, 0, NULL);} All this things works well (I check by printing err in the log which I removed here for clarity). And then in the callback for recording I do the following: static OSStatus MyRecorderCallback(void *inRefCon,

coreaudio-examples/main.cpp at master · rweichler ...

    https://github.com/rweichler/coreaudio-examples/blob/master/CH08_AUGraphInput/main.cpp
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AUGraphStop() takes 25ms to complete - GameDev.net

    https://www.gamedev.net/forums/topic/598402-apple-coreaudio-augraphstop-takes-25ms-to-complete/
    Hi, Our audio app is using AUGraphs containing a mixer unit, a converter unit and an output unit. It's a realtime app, so performance is a high concern. An issue has been flagged up where AUGraphStop() takes 25 milliseconds to complete on the main thread, and our profiler shows that it sp

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