Why are my audio sounds not playing on time?

你。 提交于 2019-12-08 13:57:48
Karl

NSTimer does not guarantee when your method will actually get fired.

More info here: How to program a real-time accurate audio sequencer on the iphone?

Regarding your edits:

AVAudioPlayer takes some time to initialize itself. If you call prepareToPlay, it will initialize itself such that it can play the currently loaded sound immediately upon calling play. Once playback stops, it uninitializes itself, so you'd need to call prepareToPlay again to reinitialize. It's best to use this class for stream-y playback rather than discrete sound playback.

With OpenAL, once you've loaded the buffer, attaching it to a source and playing it should cause no delay at all.

You can encapsulate your audio units code into a .mm file and then call that from .m modules without having to compile those as C++.

Okay, I've figured it out. The real reason audio units worked better than the other audio methods is that my audio unit class, which I was adapting from another project, was setting a buffer duration property in the audio session, like this:

Float32 preferredBufferSize = .001;
UInt32 size = sizeof(preferredBufferSize);
AudioSessionSetProperty(kAudioSessionProperty_PreferredHardwareIOBufferDuration, size, &preferredBufferSize);

When I added this code to the OpenAL version, or even to the AVAudioPlayer version, I got accuracy to within a few milliseconds, the same as with audio units. (System Sounds, however, were still not very accurate.) I can verify the connection by increasing the buffer size and watching the playback intervals get less accurate.

Of course I only figured this out after spending an entire day adapting my project to use audio units -- tweaking it to compile under C++, testing the interruption handlers, etc. I hope this can save someone else from the same trouble.

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