I use audiounit (subtype:vpio),to play the audio .
The data is sent to my playback program via netEQ.
The audio sent over the network is relatively uniform,
But the video is jittery.
question:
1 .The audio unit starting time is not fixed,sometimes 250MS,sometimes 400MS (in different iPhone iPad )
2 . the playback callback period not even sometime .such us 8K Sample_rate, Most of times are called (playback callback ) in more than 20 milliseconds.340~342BYTE. but
occasionally, the callback time interval 130+ ms,And ioData->mBuffers[0].mDataByteSize= 340 byte alse. I didn't make the time-consuming operation in the render callback function . Just copy the data to iodata. and data is enough.
PlayCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){copy data from my buffer }
The data is sent to my playback program via netEQ.
The audio sent over the network is relatively uniform,
But the video is jittery.
question:
1 .The audio unit starting time is not fixed,sometimes 250MS,sometimes 400MS (in different iPhone iPad )
2 . the playback callback period not even sometime .such us 8K Sample_rate, Most of times are called (playback callback ) in more than 20 milliseconds.340~342BYTE. but
occasionally, the callback time interval 130+ ms,And ioData->mBuffers[0].mDataByteSize= 340 byte alse. I didn't make the time-consuming operation in the render callback function . Just copy the data to iodata. and data is enough.
PlayCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){copy data from my buffer }
------------------------------------------------------------I want to know what will affect your render callback cycle(period).