I am trying to implement playing pcm audio received from remote server via socket. Here was my previous question link. This works fine as I use circular buffer to always feed in the incoming buffer.
However I have a problem that there is a huge noise sound that is being produced if I have no buffer supplied to my output. This happens when I begin to use AudioOutputUnitStart(_audioUnit) and when there is no buffer to play.
I suspect I have to fix this in my OutputRenderCallback function below or may be there is something else I need to do :
static OSStatus OutputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
Test *output = (__bridge Test*)inRefCon;
TPCircularBuffer *circularBuffer = [output outputShouldUseCircularBuffer];
if( !circularBuffer ){
SInt32 *left = (SInt32*)ioData->mBuffers[0].mData;
for(int i = 0; i < inNumberFrames; i++ ){
left[ i ] = 0.0f;
}
return noErr;
};
int32_t bytesToCopy = ioData->mBuffers[0].mDataByteSize;
SInt16* outputBuffer = ioData->mBuffers[0].mData;
uint32_t availableBytes;
SInt16 *sourceBuffer = TPCircularBufferTail(circularBuffer, &availableBytes);
int32_t amount = MIN(bytesToCopy,availableBytes);
memcpy(outputBuffer, sourceBuffer, amount);
TPCircularBufferConsume(circularBuffer,amount);
return noErr;
}
I highly appreciate you help.Thanks.