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livetrax/libs/appleutility/CoreAudio/PublicUtility/CAAUProcessor.cpp

708 lines
24 KiB
C++

/*
File: CAAUProcessor.cpp
Abstract: CAAUProcessor.h
Version: 1.1
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OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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POSSIBILITY OF SUCH DAMAGE.
Copyright (C) 2014 Apple Inc. All Rights Reserved.
*/
#include "CAAUProcessor.h"
#include "CAXException.h"
static OSStatus SilenceInputCallback (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
AudioBuffer *buf = ioData->mBuffers;
for (UInt32 i = ioData->mNumberBuffers; i--; ++buf)
memset((Byte *)buf->mData, 0, buf->mDataByteSize);
//provide a hint that our input data is silent.
*ioActionFlags &= kAudioUnitRenderAction_OutputIsSilence;
return noErr;
}
static AURenderCallbackStruct sSilentCallback = { SilenceInputCallback, NULL };
CAAUProcessor::CAAUProcessor (const CAComponent& inComp)
: mPreflightABL(NULL)
{
OSStatus result = CAAudioUnit::Open (inComp, mUnit);
if (result)
throw result;
memset (&mUserCallback, 0, sizeof (AURenderCallbackStruct));
mMaxTailTime = 10.;
}
CAAUProcessor::~CAAUProcessor ()
{
if (mPreflightABL)
delete mPreflightABL;
}
inline OSStatus SetInputCallback (CAAudioUnit &inUnit, AURenderCallbackStruct &inInputCallback)
{
return inUnit.SetProperty (kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&inInputCallback,
sizeof(inInputCallback));
}
static AURenderCallbackStruct sRenderCallback;
static OSStatus PrerollRenderProc ( void * /*inRefCon*/,
AudioUnitRenderActionFlags * /*inActionFlags*/,
const AudioTimeStamp * /*inTimeStamp*/,
UInt32 /*inBusNumber*/,
UInt32 /*inNumFrames*/,
AudioBufferList *ioData)
{
AudioBuffer *buf = ioData->mBuffers;
for (UInt32 i = ioData->mNumberBuffers; i--; ++buf)
memset((Byte *)buf->mData, 0, buf->mDataByteSize);
return noErr;
}
OSStatus Preroll (CAAudioUnit & inAU, UInt32 inFrameSize)
{
CAStreamBasicDescription desc;
OSStatus result = inAU.GetFormat (kAudioUnitScope_Input, 0, desc);
bool hasInput = false;
//we have input
if (result == noErr)
{
sRenderCallback.inputProc = PrerollRenderProc;
sRenderCallback.inputProcRefCon = 0;
result = inAU.SetProperty (kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input,
0, &sRenderCallback, sizeof(sRenderCallback));
if (result) return result;
hasInput = true;
}
AudioUnitRenderActionFlags flags = 0;
AudioTimeStamp time;
memset (&time, 0, sizeof(time));
time.mFlags = kAudioTimeStampSampleTimeValid;
CAStreamBasicDescription outputFormat;
ca_require_noerr (result = inAU.GetFormat (kAudioUnitScope_Output, 0, outputFormat), home);
{
AUOutputBL list (outputFormat, inFrameSize);
list.Prepare ();
result = inAU.Render (&flags, &time, 0, inFrameSize, list.ABL());
if (result) { printf("A result %d\n", (int)result); goto home; }
}
home:
if (hasInput) {
// remove our installed callback
sRenderCallback.inputProc = 0;
sRenderCallback.inputProcRefCon = 0;
inAU.SetProperty (kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input,
0, &sRenderCallback, sizeof(sRenderCallback));
}
return result;
}
OSStatus CAAUProcessor::EstablishInputCallback (AURenderCallbackStruct &inInputCallback)
{
OSStatus result = SetInputCallback (mUnit, inInputCallback);
if (!result)
memcpy (&mUserCallback, &inInputCallback, sizeof(AURenderCallbackStruct));
else
memset (&mUserCallback, 0, sizeof (AURenderCallbackStruct));
return result;
}
OSStatus CAAUProcessor::SetAUPreset (CFPropertyListRef inPreset)
{
return mUnit.SetProperty (kAudioUnitProperty_ClassInfo,
kAudioUnitScope_Global,
0,
&inPreset,
sizeof(inPreset));
}
OSStatus CAAUProcessor::SetAUPresetIndex (SInt32 inPresetIndex)
{
AUPreset aup;
aup.presetName = NULL;
aup.presetNumber = inPresetIndex;
return mUnit.SetPresentPreset(aup);
}
OSStatus CAAUProcessor::SetParameter (AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
Float32 value, UInt32 bufferOffsetFrames)
{
return mUnit.SetParameter(inID, scope, element, value, bufferOffsetFrames);
}
UInt32 CAAUProcessor::MaxFramesPerRender () const
{
UInt32 maxFrames;
UInt32 propSize = sizeof (maxFrames);
if (mUnit.GetProperty (kAudioUnitProperty_MaximumFramesPerSlice,
kAudioUnitScope_Global, 0, &maxFrames, &propSize))
{
return 0;
}
return maxFrames;
}
OSStatus CAAUProcessor::SetMaxFramesPerRender (UInt32 inMaxFrames)
{
return mUnit.SetProperty (kAudioUnitProperty_MaximumFramesPerSlice,
kAudioUnitScope_Global, 0, &inMaxFrames, sizeof(inMaxFrames));
}
OSStatus CAAUProcessor::Initialize (const CAStreamBasicDescription &inInputDesc,
const CAStreamBasicDescription &inOutputDesc,
UInt64 inNumInputSamples)
{
return DoInitialisation (inInputDesc, inOutputDesc, inNumInputSamples, MaxFramesPerRender());
}
OSStatus CAAUProcessor::Reinitialize (UInt32 inNewMaxFrames)
{
OSStatus result;
CAStreamBasicDescription inputDesc, outputDesc;
ca_require_noerr (result = mUnit.GetFormat (kAudioUnitScope_Input, 0, inputDesc), home);
ca_require_noerr (result = mUnit.GetFormat (kAudioUnitScope_Output, 0, outputDesc), home);
ca_require_noerr (result = DoInitialisation (inputDesc, outputDesc, mNumInputSamples, inNewMaxFrames), home);
home:
return result;
}
OSStatus CAAUProcessor::DoInitialisation (const CAStreamBasicDescription &inInputFormat,
const CAStreamBasicDescription &inOutputFormat,
UInt64 inNumInputSamples,
UInt32 inMaxFrames)
{
OSStatus result;
if (inNumInputSamples == 0 && IsOfflineAU())
return kAudioUnitErr_InvalidOfflineRender;
mNumInputSamples = inNumInputSamples;
// first check that we can do this number of channels
if (mUnit.CanDo (inInputFormat.NumberChannels(), inOutputFormat.NumberChannels()) == false)
ca_require_noerr (result = kAudioUnitErr_FailedInitialization, home);
// just uninitialise the AU as a matter of course
ca_require_noerr (result = mUnit.Uninitialize(), home);
ca_require_noerr (result = mUnit.SetFormat (kAudioUnitScope_Input, 0, inInputFormat), home);
ca_require_noerr (result = mUnit.SetFormat (kAudioUnitScope_Output, 0, inOutputFormat), home);
ca_require_noerr (result = SetMaxFramesPerRender (inMaxFrames), home);
#if !TARGET_OS_IPHONE
// if we're any AU but an offline AU, we should tell it that we've processing offline
if (!IsOfflineAU()) {
UInt32 isOffline = (IsOfflineContext() ? 1 : 0);
// don't care whether this succeeds of fails as many AU's don't care about this
// but the ones that do its important that they are told their render context
mUnit.SetProperty (kAudioUnitProperty_OfflineRender, kAudioUnitScope_Global, 0, &isOffline, sizeof(isOffline));
} else {
// tell the offline unit how many input samples we wish to process...
mUnit.SetProperty (kAudioUnitOfflineProperty_InputSize,
kAudioUnitScope_Global, 0,
&mNumInputSamples, sizeof(mNumInputSamples));
}
#endif
ca_require_noerr (result = mUnit.Initialize(), home);
ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
// finally reset our time stamp
// the time stamp we use with the AU Render - only sample count is valid
memset (&mRenderTimeStamp, 0, sizeof(mRenderTimeStamp));
mRenderTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
// now, if we're NOT an offline AU, preflighting is not required
// if we are an offline AU, we should preflight.. an offline AU will tell us when its preflighting is done
mPreflightDone = false;
if (mPreflightABL) {
delete mPreflightABL;
mPreflightABL = NULL;
}
mPreflightABL = new AUOutputBL (inOutputFormat);
mLastPercentReported = 0;
home:
return result;
}
void CAAUProcessor::CalculateRemainderSamples (Float64 inSampleRate)
{
mLatencySamples = 0;
mTailSamplesToProcess = 0;
mTailSamples = 0;
mTailSamplesRemaining = 0;
return;
// nothing to do because we're not processing offline
if (IsOfflineContext() == false) return;
// because an offline unit has some indeterminancy about what it does with the input samples
// it is *required* to deal internally with both latency and tail
if (!IsOfflineAU())
{
// when offline we need to deal with both latency and tail
// if the AU has latency - how many samples at the start will be zero?
// we'll end up chucking these away.
Float64 renderTimeProps;
UInt32 propSize = sizeof (renderTimeProps);
OSStatus result = mUnit.GetProperty (kAudioUnitProperty_Latency, kAudioUnitScope_Global, 0,
&renderTimeProps, &propSize);
Float64 latencySamples = 0;
if (result == noErr) // we have latency to deal with - its reported in seconds
latencySamples = renderTimeProps * inSampleRate;
// AU tail
// if the AU has a tail - we'll pull that many zeroes through at the end to flush
// out this tail - think of a decaying digital delay or reverb...
result = mUnit.GetProperty (kAudioUnitProperty_TailTime, kAudioUnitScope_Global, 0,
&renderTimeProps, &propSize);
if (renderTimeProps > mMaxTailTime)
renderTimeProps = mMaxTailTime;
Float64 tailSamples = 0;
if (result == noErr)
tailSamples = renderTimeProps * inSampleRate;
// this dictates how many samples at the end we need to pull through...
// we add latency to tail because we throw the latency samples away from the start of the rendering
// and we have to pull that many samples after the end of course to get the last of the original data
// then to that is added the tail of the effect...
mTailSamplesToProcess = UInt32(tailSamples + latencySamples);
mTailSamples = UInt32(tailSamples);
mLatencySamples = UInt32(latencySamples);
}
}
#if !TARGET_OS_IPHONE
CFStringRef CAAUProcessor::GetOLPreflightName () const
{
if (OfflineAUNeedsPreflight())
{
CFStringRef str;
UInt32 size = sizeof(str);
OSStatus result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightName,
kAudioUnitScope_Global, 0,
&str, &size);
return result ? NULL : str;
}
return NULL; // says NO to preflighting
}
bool CAAUProcessor::OfflineAUNeedsPreflight () const
{
if (IsOfflineAU()) {
UInt32 preflightRequirements;
UInt32 size = sizeof(preflightRequirements);
OSStatus result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
kAudioUnitScope_Global, 0,
&preflightRequirements, &size);
if (result)
return false;
return preflightRequirements;
}
return false;
}
#endif
OSStatus CAAUProcessor::Preflight (bool inProcessPreceedingTail)
{
printf(">>>>CAAUProcessor::Preflight\n");
//we're preflighting again, so reset ourselves
if (mPreflightDone) {
mPreflightDone = false;
// the time stamp we use with the AU Render - only sample count is valid
memset (&mRenderTimeStamp, 0, sizeof(mRenderTimeStamp));
mRenderTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
mUnit.GlobalReset();
}
Float64 sampleRate;
OSStatus result = mUnit.GetSampleRate (kAudioUnitScope_Output, 0, sampleRate);
CalculateRemainderSamples (sampleRate);
UInt32 numFrames = MaxFramesPerRender();
if (numFrames == 0)
return kAudioUnitErr_InvalidProperty;
if (!IsOfflineAU())
{
if ((IsOfflineContext() == false && inProcessPreceedingTail) || IsOfflineContext())
{
// re-establish the user's input callback
ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
// Consume the number of input samples indicated by the AU's latency or tail
// based on whether the AU is being used in an offline context or not.
UInt32 latSamps = IsOfflineContext() ? mLatencySamples : mTailSamples;
printf("latSamps %d\n", (int)latSamps);
latSamps = 0;
while (latSamps > 0)
{
if (latSamps < numFrames)
numFrames = latSamps;
// process the samples (the unit's input callback will read the samples
// from the file and convert them to float for processing
AudioUnitRenderActionFlags renderFlags = 0;
mPreflightABL->Prepare();
result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, numFrames, mPreflightABL->ABL());
if (result) { printf("B result %d\n", (int)result); goto home; }
mRenderTimeStamp.mSampleTime += numFrames;
latSamps -= numFrames;
}
if (IsOfflineContext())
mRenderTimeStamp.mSampleTime = mLatencySamples;
}
else
{
// processing real-time but not processing preceeding tail, so we should preroll the AU
ca_require_noerr (result = Preroll(mUnit, numFrames), home);
// re-establish the user's input callback
ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
mRenderTimeStamp.mSampleTime = 0;
}
}
#if !TARGET_OS_IPHONE
else
{
// re-establish the user's input callback
ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
UInt32 preflightRequirements;
UInt32 size; size = sizeof(preflightRequirements);
ca_require_noerr (result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
kAudioUnitScope_Global, 0,
&preflightRequirements, &size), home);
// 0 indicates none, otherwise optional or required -> we do it for either
if (preflightRequirements)
{
for (;;) {
// here we need to do the preflight loop - we don't expect any data back, but have to
// give the offline unit all of its input data to allow it to prepare its processing
AudioUnitRenderActionFlags renderFlags = kAudioOfflineUnitRenderAction_Preflight;
mPreflightABL->Prepare();
result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, numFrames, mPreflightABL->ABL());
if (result) { printf("C result %d\n", (int)result); goto home; }
mRenderTimeStamp.mSampleTime += numFrames;
if (renderFlags & kAudioOfflineUnitRenderAction_Complete)
break;
}
}
// the time stamp we use with the AU Render - only sample count is valid
mRenderTimeStamp.mSampleTime = 0;
}
#endif
if (result == noErr) {
mPreflightDone = true;
}
home:
printf("<<<<CAAUProcessor::Preflight\n");
return result;
}
#if !TARGET_OS_IPHONE
OSStatus CAAUProcessor::OfflineAUPreflight (UInt32 inNumFrames, bool &outIsDone)
{
if (!IsOfflineAU())
return -50/*paramErr*/;
if (mNumInputSamples == 0)
return -50/*paramErr*/;
UInt32 preflightRequirements;
UInt32 size = sizeof(preflightRequirements);
OSStatus result;
ca_require_noerr (result = mUnit.GetProperty (kAudioUnitOfflineProperty_PreflightRequirements,
kAudioUnitScope_Global, 0,
&preflightRequirements, &size), home);
// 0 indicates none, otherwise optional or required -> we do it for either
if (preflightRequirements)
{
AudioUnitRenderActionFlags renderFlags = kAudioOfflineUnitRenderAction_Preflight;
mPreflightABL->Prepare();
result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, inNumFrames, mPreflightABL->ABL());
if (result) { printf("D result %d\n", (int)result); goto home; }
mRenderTimeStamp.mSampleTime += inNumFrames;
if (renderFlags & kAudioOfflineUnitRenderAction_Complete) {
outIsDone = true;
mRenderTimeStamp.mSampleTime = 0;
mPreflightDone = true;
mLastPercentReported = 0;
}
}
else
{
outIsDone = true;
mRenderTimeStamp.mSampleTime = 0;
mPreflightDone = true;
mLastPercentReported = 0;
}
home:
return result;
}
#endif
void SetBufferListToNumFrames (AudioBufferList &list, UInt32 inNumFrames)
{
for (unsigned int i = 0; i < list.mNumberBuffers; ++i) {
AudioBuffer &buf = list.mBuffers[i];
if (buf.mDataByteSize > 0)
buf.mDataByteSize = inNumFrames * sizeof (Float32);
}
}
OSStatus CAAUProcessor::Render (AudioBufferList *ioData,
UInt32 &ioNumFrames,
bool &outIsSilence,
bool *outOLCompleted,
bool *outOLRequiresPostProcess)
{
if (IsOfflineContext())
{
if (!mPreflightDone)
return kAudioUnitErr_InvalidOfflineRender;
// YES - this is correct!!! you have to provide both if rendering in an offline Context
*outOLCompleted = false;
*outOLRequiresPostProcess = false;
if (!IsOfflineAU() && !mUnit.Comp().Desc().IsFConv())
{
// have we processed the input we expect too?
// in an offline case, we want to create output that matches the input
// for an OfflineAU type, it manages this internally, so we don't have to do anything
// for a FormatConverter AU, we don't know and can't tell, so we can't do anything here
// for any other AU type (effect, instrument) the Prime assumption is that it will
// ask for the same number of frames of input as it is asked to output
// so we can ask what it is doing, and get a sample accurate output (which is input + tail time)
if (mRenderTimeStamp.mSampleTime + ioNumFrames >= InputSampleCount())
{
// if we fall into here, we have just a partial number of input samples left
// (less input less than what we've been asked to produce output for.
*outOLCompleted = true;
// we require post processing if we've got some tail (or latency) samples to flush through
*outOLRequiresPostProcess = mTailSamplesToProcess > 0;
if (InputSampleCount() > mRenderTimeStamp.mSampleTime) {
ioNumFrames = (UInt32)(InputSampleCount() - mRenderTimeStamp.mSampleTime);
} else {
ioNumFrames = 0;
}
mTailSamplesRemaining = mTailSamplesToProcess;
// we've got no input samples to process this time.
SetBufferListToNumFrames (*ioData, ioNumFrames);
if (ioNumFrames == 0) {
if (*outOLRequiresPostProcess)
SetInputCallback (mUnit, sSilentCallback);
else
mUnit.GlobalReset (); //flush this out, as we're done with this phase
return noErr;
}
}
}
AudioUnitRenderActionFlags renderFlags = IsOfflineAU() ? kAudioOfflineUnitRenderAction_Render : 0;
OSStatus result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
if (result) { printf("E result %d\n", (int)result); }
if (result) {
if (mUnit.Comp().Desc().IsFConv()) {
// this is the only way we can tell we're done with a FormatConverter AU
// - ie. client returns an error from input
result = noErr;
*outOLCompleted = true;
*outOLRequiresPostProcess = mTailSamplesToProcess > 0;
ioNumFrames = 0;
SetBufferListToNumFrames (*ioData, ioNumFrames);
} else
return result;
}
// for (UInt32 i = 0; i < ioNumFrames; ++i) {
// union {
// float f;
// unsigned char c[4];
// } u;
// u.f = ((float*)(ioData->mBuffers[0].mData))[i];
// printf("aup out %4d %14.10f %02X %02X %02X %02X\n", (int)i, u.f, u.c[0], u.c[1], u.c[2], u.c[3]);
// }
mRenderTimeStamp.mSampleTime += ioNumFrames;
outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
// if we're an Offline AU type, it will set this flag on completion of its processing
if (renderFlags & kAudioOfflineUnitRenderAction_Complete) {
// we now need to calculate how many frames we rendered.
// as we're dealing with PCM non-interleaved buffers, we can calculate the numFrames simply
ioNumFrames = ioData->mBuffers[0].mDataByteSize / sizeof(Float32);
*outOLCompleted = true;
*outOLRequiresPostProcess = false;
mUnit.GlobalReset (); //flush this out, as we're done with this phase
} else {
if (*outOLCompleted) {
if (*outOLRequiresPostProcess)
result = SetInputCallback (mUnit, sSilentCallback);
else
mUnit.GlobalReset (); //flush this out, as we're done with this phase
}
}
return result;
}
// rendering in a RT context:
AudioUnitRenderActionFlags renderFlags = 0;
OSStatus result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
if (result) { printf("F result %d\n", (int)result); }
if (!result) {
mRenderTimeStamp.mSampleTime += ioNumFrames;
outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
}
// for (UInt32 i = 0; i < ioNumFrames; ++i) {
// union {
// float f;
// unsigned char c[4];
// } u;
// u.f = ((float*)(ioData->mBuffers[0].mData))[i];
// printf("aup out %4d %14.10f %02X %02X %02X %02X\n", (int)i, u.f, u.c[0], u.c[1], u.c[2], u.c[3]);
// }
return result;
}
OSStatus CAAUProcessor::PostProcess (AudioBufferList *ioData,
UInt32 &ioNumFrames,
bool &outIsSilence,
bool &outDone)
{
if (IsOfflineAU() || !IsOfflineContext())
return kAudioUnitErr_CannotDoInCurrentContext;
outDone = false;
// we've got less samples to process than we've been asked to process
if (mTailSamplesRemaining <= SInt32(ioNumFrames)) {
outDone = true;
ioNumFrames = mTailSamplesRemaining > 0 ? mTailSamplesRemaining : 0;
SetBufferListToNumFrames (*ioData, ioNumFrames);
if (ioNumFrames == 0)
return noErr;
}
AudioUnitRenderActionFlags renderFlags = 0;
OSStatus result;
result = mUnit.Render (&renderFlags, &mRenderTimeStamp, 0, ioNumFrames, ioData);
if (result) { printf("G result %d\n", (int)result); goto home; }
mRenderTimeStamp.mSampleTime += ioNumFrames;
mTailSamplesRemaining -= ioNumFrames;
outIsSilence = (renderFlags & kAudioUnitRenderAction_OutputIsSilence);
if (outDone) {
ca_require_noerr (result = SetInputCallback (mUnit, mUserCallback), home);
mUnit.GlobalReset (); //flush this out, as we're done with this phase
}
home:
return result;
}
#if !TARGET_OS_IPHONE
Float32 CAAUProcessor::GetOLPercentComplete ()
{
if (!IsOfflineContext())
return 0;
Float32 percentDone = mLastPercentReported;
if (IsOfflineAU())
{
// we get the output size every time, as this can change as parameters are changed
UInt64 numOutputSamples = mNumInputSamples;
UInt32 propSize = sizeof(numOutputSamples);
mUnit.GetProperty (kAudioUnitOfflineProperty_OutputSize,
kAudioUnitScope_Global, 0, &numOutputSamples, &propSize);
percentDone = (mRenderTimeStamp.mSampleTime / Float64(numOutputSamples)) * 100.;
}
else
{
percentDone = (mRenderTimeStamp.mSampleTime / Float64(mNumInputSamples + mTailSamples)) * 100.;
}
if (percentDone > mLastPercentReported)
mLastPercentReported = percentDone;
return mLastPercentReported;
}
#endif