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Apple Developer Documentation
https://developer.apple.com/documentation/audiotoolbox/1438430-audiounitrender
The audio unit that you are asking to render. ioActionFlags Flags to configure the rendering operation. inTimeStamp The audio time stamp for the render operation. Each time stamp must contain a valid sample time that is incremented monotonically from …
ios - iPhone AudioUnitRender error -50 in device - Stack ...
https://stackoverflow.com/questions/5903363/iphone-audiounitrender-error-50-in-device
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Apple Developer Documentation
https://developer.apple.com/documentation/audiotoolbox/audiounitrenderactionflags
static var unitRenderAction_OutputIsSilence: AudioUnitRenderActionFlags. This flag can be set in a render input callback (or in the audio unit's render operation itself) and is used to indicate that the render buffer contains only silence. It can then be used by the caller as a hint to whether the buffer needs to be processed or not.
Apple Developer Documentation
https://developer.apple.com/documentation/audiotoolbox/audiounitrendercontext
Overview. When the thread context of a rendering operation changes, the system packages the new rendering context information in an Audio Unit Render Context structure and passes it to the AURender Context Observer block of any associated Audio Unit app extensions.
CMSampleBufferSetDataBufferFromAud… | Apple …
https://developer.apple.com/forums/thread/11418
When AudioUnitRender is called it invokes the playbackCallback below, which is what is hooked up as input callback on my first node. playbackCallback pulls the data off the circular buffer and feeds it into the audioBufferList passed in.
Decibel metering from an iPhone audio unit | Politepix
https://www.politepix.com/2010/06/18/decibel-metering-from-an-iphone-audio-unit/
There are three levels of abstraction for audio on the iPhone, with the AVAudioPlayer as the easiest to use (great for 75% of cases) but with the least fine control and highest latency, then Audio Queue Services as the middle step, with less latency and a callback where you can do a lot of useful stuff, and then at the lowest level there are two types of Audio …
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