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Home/ Questions/Q 8211921
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T10:35:22+00:00 2026-06-07T10:35:22+00:00

I have run through an audio units tutorial for a sine wave generator and

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I have run through an audio units tutorial for a sine wave generator and done a bit of reading, and I understand basically how it is working. What I would actually like to do for my app, is play a short sound file in response to some external event. These sounds would be about 1-2 seconds in duration and occur at a rate of about about 1-2 per second.

Basically where I am at right now is trying to figure out how to play an actual audio file using my audio unit, rather than generating a sine wave. So basically my question is, how do I get an audio unit to play an audio file?

Do I simply read bytes from the audio file into the buffer in the render callback?
(if so what class do I need to deal with to open / convert / decompress / read the audio file)

or is there some simpler method where I could maybe just hand off the entire buffer and tell it to play?

Any names of specific classes or APIs I will need to look at to accomplish this would be very helpful.

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  1. Editorial Team
    Editorial Team
    2026-06-07T10:35:24+00:00Added an answer on June 7, 2026 at 10:35 am

    OK, check this:
    http://developer.apple.com/library/ios/samplecode/MixerHost/Introduction/Intro.html

    EDIT: That is a sample project. This page has detailed instructions with inline code to setup common configurations: http://developer.apple.com/library/ios/ipad/#DOCUMENTATION/MusicAudio/Conceptual/AudioUnitHostingGuide_iOS/ConstructingAudioUnitApps/ConstructingAudioUnitApps.html#//apple_ref/doc/uid/TP40009492-CH16-SW1

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