Reputation: 5123
I am trying to set a property in AudioUnit using AudioStreamBasicDescription. I am trying to set the format for the sound data. The error code returned is -10868. It only occurs on iOS 3.1.3 or less, but works on 3.2 or up. So it works in the simulator, on an iPod touch running 4.2, but not a 1st gen iPod touch.
The error occurs when I try to set the format for the AudioUnit tone unit. The code looks like this (and is from cocoawithlove.com)
// Set the format to 32 bit, single channel, floating point, linear PCM
const int four_bytes_per_float = 4;
const int eight_bits_per_byte = 8;
AudioStreamBasicDescription streamFormat;
streamFormat.mSampleRate = sampleRate;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mFormatFlags = kAudioFormatFlagsNativeFloatPacked | kAudioFormatFlagIsNonInterleaved;
streamFormat.mBytesPerPacket = four_bytes_per_float;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerFrame = four_bytes_per_float;
streamFormat.mChannelsPerFrame = 1;
streamFormat.mBitsPerChannel = four_bytes_per_float * eight_bits_per_byte;
err = AudioUnitSetProperty (toneUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&streamFormat,
sizeof(AudioStreamBasicDescription));
// err now has error code -10868
I checked around in headers and this error code corresponds to the error "kAudioUnitErr_FormatNotSupported". So I guess the format I'm trying to set is not supported on iOS 3.1? Where can I find supported formats? Any pointers on other formats I could try out?
The render callback used:
OSStatus RenderTone(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// Fixed amplitude is good enough for our purposes
const double amplitude = 0.25;
// Get the tone parameters out of the view controller
ToneGeneratorViewController *viewController =
(ToneGeneratorViewController *)inRefCon;
double theta = viewController->theta;
double theta_increment =
2.0 * M_PI * viewController->frequency / viewController->sampleRate;
// This is a mono tone generator so we only need the first buffer
const int channel = 0;
Float32 *buffer = (Float32 *)ioData->mBuffers[channel].mData;
// Generate the samples
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
buffer[frame] = sin(theta) * amplitude;
theta += theta_increment;
if (theta > 2.0 * M_PI)
{
theta -= 2.0 * M_PI;
}
}
// Store the updated theta back in the view controller
viewController->theta = theta;
return noErr;
}
Upvotes: 3
Views: 3104
Reputation: 1485
I think the main issue is that floating point audio wasn't supported on iOS prior to version 4.0. I'm not sure what the deal is with ARM float support, but I would recommend going with one of the fixed point formats for input and output.
Upvotes: 5