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Home/ Questions/Q 6742887
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T11:53:46+00:00 2026-05-26T11:53:46+00:00

I have a problem in my applications where I am using AudioUnits. All of

  • 0

I have a problem in my applications where I am using AudioUnits. All of the applications Audio (including audio not played through AudioUnits) will start skipping after exiting to Springboard and returning to the applications.

I broke out the problem into a new separate test app. Here are the steps to repeat it:

  • Start an Audio file playing using an
    AVAudioPlayer.
  • Create, Delete, then again Create an
    AudioUnit
  • Exit to Springboard
  • Return to the app
  • The Audio from the AvAudioPlayer will start skipping

Here is some of the code I used:

- (IBAction)restartAudioUnit {

    MySoundStream* audioUnitClass;
    audioUnitClass = Load();
    [audioUnitClass release];
    audioUnitClass = Load();

}

Forgive the long code dump but AudioUnits are complex and I am fairly sure I am just setting them up or taking them down incorrectly.

The MySoundStream class:

OSStatus UnitRenderCB(void* pRefCon, AudioUnitRenderActionFlags* flags, const AudioTimeStamp* timeStamp, UInt32 busNum, UInt32 numFrames, AudioBufferList*  pData){

    OSStatus tErr = noErr;

    //Do Nothing

    return tErr;
}

@implementation MySoundStream

-(void) dealloc {

    [self Unload];

    [super dealloc];
}

-(void) Unload {

    OSStatus tErr = noErr; 
    tErr = AudioUnitUninitialize(OutUnit);
}

@end

MySoundStream* Load()
{
    OSStatus tErr = noErr;
    AudioComponentInstance tRIO;
    AudioComponentDescription tRIOCD;
    AURenderCallbackStruct tRIOCB;
    AudioStreamBasicDescription tAUF;

    tRIOCD.componentType = kAudioUnitType_Output;
    tRIOCD.componentSubType = kAudioUnitSubType_RemoteIO;
    tRIOCD.componentManufacturer = kAudioUnitManufacturer_Apple;
    tRIOCD.componentFlags = 0;
    tRIOCD.componentFlagsMask = 0;

    AudioComponent tRIOC = AudioComponentFindNext(NULL, &tRIOCD);
    tErr = AudioComponentInstanceNew(tRIOC, &tRIO);
    if (tErr != noErr) return NULL;

    int tOutEnable = 1;

    tErr = AudioUnitSetProperty(tRIO, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &tOutEnable, sizeof(tOutEnable));
    if (tErr != noErr) return NULL; 

    tAUF.mSampleRate = 44100.00;
    tAUF.mFormatID = kAudioFormatLinearPCM;
    tAUF.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
    tAUF.mFramesPerPacket = 1;
    tAUF.mChannelsPerFrame = 2;
    tAUF.mBitsPerChannel = 16;
    tAUF.mBytesPerPacket = 4;
    tAUF.mBytesPerFrame = 4;

    tErr = AudioUnitSetProperty(tRIO, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &tAUF, sizeof(tAUF));
    if (tErr != noErr) return false;

    MySoundStream* pRet = [MySoundStream alloc];

    tRIOCB.inputProc = UnitRenderCB;
    tRIOCB.inputProcRefCon = pRet;
    tErr = AudioUnitSetProperty(tRIO, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Global, 0, &tRIOCB, sizeof(tRIOCB));
    if (tErr != noErr){ delete pRet; return NULL; }

    tErr = AudioUnitInitialize(tRIO);
    if (tErr != noErr){ delete pRet; return NULL; }

    pRet->OutUnit = tRIO;

    return pRet;
}

If anyone can see anything I am doing wrong with this AudioUnit, that woudl be very helpful.

Edit:
Upload the complete source. Here

  1. Press Play Sound (may need headphones)
  2. Press RestartAudioUnit
  3. Return to Springboard
  4. Re-enter TestAudioUnit app

Audio will skip

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T11:53:46+00:00Added an answer on May 26, 2026 at 11:53 am

    Switched to using an AUGraph to setups my Audio Unit path and I had better luck.

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