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Apple Developer Documentation
https://developer.apple.com/documentation/audiotoolbox/1502689-audioqueuestart
The audio queue to start. inDeviceStartTime The time at which the audio queue should start. To specify a start time relative to the timeline of the associated audio device, use the mSampleTime field of the AudioTimeStamp structure. Use NULL to indicate that the audio queue should start as soon as possible. Return Value A result code.
Audio Queue example · GitHub
https://gist.github.com/1360885
Audio Queue example · GitHub Instantly share code, notes, and snippets. andormade / main.c Created 10 years ago Star 20 Fork 5 Audio Queue example Raw main.c # include <stdlib.h> # …
objective c - AudioQueue fails to start - Stack Overflow
https://stackoverflow.com/questions/4117776/audioqueue-fails-to-start
My own wild guess is that it's because the values you forced into the ASBD don't match the characteristics of the sample buffer. The log output you included in your question says “11025/0 frames”; 11025 is a common sample rate (but different from 44100). I assume you'd know what the 0 refers to.
ios - Audio Queue : AudioQueueStart returns -50 - Stack ...
https://stackoverflow.com/questions/12650263/audio-queue-audioqueuestart-returns-50
But when I integrate into my unity3d project, the AudioQueue cannot start property.The result code of calling AudioQueueStart is always -50, but what does -50 mean? I can't find a reference in iOS Developer Library. I have searched about this problem and know someone has the same problem in a cocos2d application. Maybe this has some relevance.
AudioQueueStart But no sound | Apple Developer Forums
https://developer.apple.com/forums/thread/70797
HandleOutputBuffer (&aqData,aqData.mQueue!, (aqData.mBuffers [i])!)
AudioQueueExample/AudioQueueExampleAppDelegate.m …
https://github.com/luciuskwok/AudioQueueExample/blob/master/AudioQueueExampleAppDelegate.m
Intro to Core Audio example project. Contribute to luciuskwok/AudioQueueExample development by creating an account on GitHub.
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