[wdmaudiodev] Re: Kernel streaming question

  • From: Pallavi Joshi <pallavi.v.joshi@xxxxxxxxx>
  • To: wdmaudiodev@xxxxxxxxxxxxx
  • Date: Tue, 23 Jun 2009 15:56:50 -0700

I am feeding the data using DeviceIoControl with IOCTL_KS_WRITE_STREAM as
the control code. The render pin is created using the KsCreatePin function
from ksuser.dll. The buffer size is 512 and it is a 2 channel, 16 bit PCM
audio data. The sampling rate is 44.1 KHz.
Its exactly the same way as it is done inside the DirectKS sample code.
I do not know what you mean by two things: "timing" and "mismatch in data

Thanks for your help. I really appreciate it.


On Tue, Jun 23, 2009 at 3:34 PM, Tim Roberts <timr@xxxxxxxxx> wrote:

> Pallavi Joshi wrote:
> >
> > I am using Microsoft's kernel sreaming sample code (DirectKS). I
> > create a render as well as capture pin in my code. This works fine
> > with my laptop's built in audio card. But when I use the same code
> > with a USB audio card, the output audio is scratchy. Its like the
> > audio quality is not good. You can still hear the song being played
> > but it won't be clear....it is scratchy.
> Assuming you don't have a mismatch in the data performance, this kind of
> thing often means that the rendering device is starving.  How are you
> feeding the data?  How much data, how large are the buffers, how are you
> doing the timing?
> --
> Tim Roberts, timr@xxxxxxxxx
> Providenza & Boekelheide, Inc.
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Pallavi Joshi

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