Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix: correct buffer lengths on real ios devices #231

Merged
merged 1 commit into from
Dec 10, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@ void AudioDestinationNode::renderAudio(
}

context_->getNodeManager()->preProcessGraph();

destinationBus->zero();

AudioBus *processedBus = processAudio(destinationBus, numFrames);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,7 @@ std::shared_ptr<AudioBuffer> BaseAudioContext::decodeAudioDataSource(
#endif

std::function<void(AudioBus *, int)> BaseAudioContext::renderAudio() {
if (isClosed()) {
if (!isRunning()) {
return [](AudioBus *, int) {};
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -62,7 +62,8 @@ - (int)getBufferSizeInFrames
// which is safer to base our internal AudioBus sizes.
// Buut no documentation => no guarantee :)
// If something is crackling when it should play silence, start here 📻
return (int)(self.audioSession.preferredIOBufferDuration * self.audioSession.sampleRate);
double maxBufferDuration = fmax(0.02, fmax(self.audioSession.IOBufferDuration, self.audioSession.preferredIOBufferDuration));
return (int)(maxBufferDuration * self.audioSession.sampleRate + 1);
}

- (void)start
Expand Down
Loading