我仍然不确定故障的原因是什么,但我已经找到了解决方案,这可能是 AUGraph 内部所做的。
诀窍是从前一个 AU 的渲染回调函数中调用下一个 AU 的AudioUnitRender()。最后一个渲染回调调用MTAudioProcessingTapGetSourceAudio()。假设您对所有 AU 都有一个渲染回调,并假设您有一个包含您创建的所有 AU 的数组:
UInt64 processedFrames;
UInt32 curAudioUnit;
UInt32 audioUnitCount;
AudioUnit audioUnits[MAX_AUDIO_UNITS];
OSStatus AU_RenderCallback(void *tap, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
curAudioUnit++;
if (curAudioUnit == audioUnitCount)
return MTAudioProcessingTapGetSourceAudio(tap, inNumberFrames, ioData, NULL, NULL, NULL);
AudioTimeStamp audioTimeStamp;
audioTimeStamp.mSampleTime = processedFrames;
audioTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
return AudioUnitRender(audioUnits[curAudioUnit], 0, &audioTimeStamp, 0, inNumberFrames, ioData);
}
void tap_ProcessCallback(MTAudioProcessingTapRef tap, CMItemCount inNumberFrames, MTAudioProcessingTapFlags flags, AudioBufferList *bufferListInOut, CMItemCount *numberFramesOut, MTAudioProcessingTapFlags *flagsOut)
{
if (audioUnitCount)
{
curAudioUnit = 0;
AudioTimeStamp audioTimeStamp;
audioTimeStamp.mSampleTime = processedFrames;
audioTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
AudioUnitRender(audioUnits[curAudioUnit], 0, &audioTimeStamp, 0, inNumberFrames, bufferListInOut);
}
else
MTAudioProcessingTapGetSourceAudio(tap, inNumberFrames, bufferListInOut, flagsOut, NULL, numberFramesOut);
processedFrames += inNumberFrames;
}