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As an initial step, ensured latency doesn't pile up endlessly.
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@ -27,9 +27,9 @@ static NSLock *CSAudioQueueDeallocLock;
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@implementation CSAudioQueue {
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AudioQueueRef _audioQueue;
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AudioQueueBufferRef _storedBuffers[NumberOfStoredAudioQueueBuffer];
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NSLock *_storedBuffersLock;
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CSWeakAudioQueuePointer *_weakPointer;
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int _enqueuedBuffers;
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}
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#pragma mark - AudioQueue callbacks
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@ -39,16 +39,19 @@ static NSLock *CSAudioQueueDeallocLock;
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*/
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- (BOOL)audioQueue:(AudioQueueRef)theAudioQueue didCallbackWithBuffer:(AudioQueueBufferRef)buffer {
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[_storedBuffersLock lock];
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for(int c = 0; c < NumberOfStoredAudioQueueBuffer; c++) {
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if(!_storedBuffers[c] || buffer->mAudioDataBytesCapacity > _storedBuffers[c]->mAudioDataBytesCapacity) {
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if(_storedBuffers[c]) AudioQueueFreeBuffer(_audioQueue, _storedBuffers[c]);
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_storedBuffers[c] = buffer;
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[_storedBuffersLock unlock];
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return YES;
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}
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--_enqueuedBuffers;
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// If that leaves nothing in the queue, re-enqueue whatever just came back in order to keep the
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// queue going. AudioQueues seem to stop playing and never restart no matter how much encouragement
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// if exhausted.
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if(!_enqueuedBuffers) {
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AudioQueueEnqueueBuffer(theAudioQueue, buffer, 0, NULL);
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++_enqueuedBuffers;
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} else {
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AudioQueueFreeBuffer(_audioQueue, buffer);
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}
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[_storedBuffersLock unlock];
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AudioQueueFreeBuffer(_audioQueue, buffer);
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return YES;
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}
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@ -158,18 +161,12 @@ static void audioOutputCallback(
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size_t bufferBytes = lengthInSamples * sizeof(int16_t);
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[_storedBuffersLock lock];
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for(int c = 0; c < NumberOfStoredAudioQueueBuffer; c++) {
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if(_storedBuffers[c] && _storedBuffers[c]->mAudioDataBytesCapacity >= bufferBytes) {
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memcpy(_storedBuffers[c]->mAudioData, buffer, bufferBytes);
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_storedBuffers[c]->mAudioDataByteSize = (UInt32)bufferBytes;
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AudioQueueEnqueueBuffer(_audioQueue, _storedBuffers[c], 0, NULL);
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_storedBuffers[c] = NULL;
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[_storedBuffersLock unlock];
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return;
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}
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// Don't enqueue more than 4 buffers ahead of now, to ensure not too much latency accrues.
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if(_enqueuedBuffers > 4) {
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[_storedBuffersLock unlock];
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return;
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}
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[_storedBuffersLock unlock];
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++_enqueuedBuffers;
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AudioQueueBufferRef newBuffer;
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AudioQueueAllocateBuffer(_audioQueue, (UInt32)bufferBytes * 2, &newBuffer);
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@ -177,6 +174,7 @@ static void audioOutputCallback(
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newBuffer->mAudioDataByteSize = (UInt32)bufferBytes;
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AudioQueueEnqueueBuffer(_audioQueue, newBuffer, 0, NULL);
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[_storedBuffersLock unlock];
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}
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#pragma mark - Sampling Rate getters
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