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There seems to be an issue with the AudioUnitRender initialization in the iOS examples that causes the console to be flooded with error logs that read: ioData.mNumberBuffers=2, ASBD::NumberChannelStreams(output.GetStreamFormat())=1; kAudio_ParamError from AU (0x7fd1e8905a80): auou/rioc/appl, render err: -50
This seems to be likely caused by a discrepancy between the actual device vs device simulator as mentioned here
I am fairly new to dealing with Apple's audio framework and not entirely sure how to solve this. I'm assuming that the error is indicating that there is an issue with the AudioBufferList that is passed to the AudioUnitRender
The text was updated successfully, but these errors were encountered:
There seems to be an issue with the AudioUnitRender initialization in the iOS examples that causes the console to be flooded with error logs that read:
ioData.mNumberBuffers=2, ASBD::NumberChannelStreams(output.GetStreamFormat())=1; kAudio_ParamError from AU (0x7fd1e8905a80): auou/rioc/appl, render err: -50
This seems to be likely caused by a discrepancy between the actual device vs device simulator as mentioned here
https://stackoverflow.com/questions/5903363/iphone-audiounitrender-error-50-in-device?rq=4
I am fairly new to dealing with Apple's audio framework and not entirely sure how to solve this. I'm assuming that the error is indicating that there is an issue with the AudioBufferList that is passed to the AudioUnitRender
The text was updated successfully, but these errors were encountered: