Open GoogleCodeExporter opened 9 years ago
Trying to look into the source of this problem and why affects some users but
not others...
Most of the comment and reports of this problem are missing information. In
order to be helpful
they need to include, at a minimum, the following:
1. The signal path. e.g. Live 5.1.1 -> SoundFlower -> Max/MSP 5.1.3 ->
built-in output
2. The sample rates and vector/buffer/block sizes used by all programs in the
signal path
3. Hardware configuration (many have included this, which is a good start)
4. Exact and detailed steps on how to reproduce. Vague instructions or those
missing steps don't
help.
Thanks everyone for your help! Once the problem can be pinned down then there
is hope of trying
to fix it.
Original comment by 74obje...@gmail.com
on 9 Mar 2010 at 7:06
Having now spent a couple of days on this problem, I am only able to reproduce
when I use
a bogus setup. I am unable to reproduce when everything is set up properly:
- all involved applications are using the same driver (e.g. Built-in or Apogee
Duet or
whatever) and not mixed drivers
- all involved applications are running at the same sample rate
- all involved applications are using the same vector size
- the vector size is reasonable (i.e. 512 is reasonable, 32 is not)
This is with a beta build of Soundflower 1.5.2, so it's possible that some of
the issues
involved are also solved in-part by this new version, which I'll post shortly.
Original comment by 74obje...@gmail.com
on 12 Mar 2010 at 4:53
Tried with Soundflower 1.5.2 beta and the issue appears in it too.
The signal path is VLCPlayer -> SoundFlower -> Native Instruments Audio 2 DJ
Buffer size is 512 or 1024 (with 1024 it takes more time to reproduce)
MacBook MB404RS/A
It's quite easy to reproduce the problem, just listen to music for 5 minutes.
BTW, I'm familiar to programming, so I can help you collect logs if you'd like
this.
Original comment by vita...@gmail.com
on 12 Mar 2010 at 10:44
Forgot about OS: Snow Leopard 10.6.2
Original comment by vita...@gmail.com
on 12 Mar 2010 at 10:45
ok.
tested again.
10.6.3 latest developer build, stared up in 64 bit mode
soundflower 1.5.2b1
early 2008 mac pro 2 x 2,8 GHz Quad-Core Intel Xeon, 8GB DDR2, 6 GB striped raid
firewire audio with Motu 828MK3 and Motu UltraLite
simple audiopath 1 : iTunes > soundflower 2CH 1 + 2 > Motu 828MK3 CH 13 + 14
(SPDIF)
simple audiopath 2 : Soundtrack > soundflower 2CH 1 + 2 > Motu Ultralite CH 5 +
6 (ANALOG)
all set to 48 kHz, soundflower buffer 512
it takes longer to reproduce with bigger buffer, but it will happen.
it also happens if I select any other combination of channels on the output
devices.
after 12-13 minutes (longer than ever before, some progress at least) : audio
stalls in last frequencies, providing an almost continuous tone.
good luck, we all have our fingers crossed that this might get fixed eventually.
Original comment by j...@kunstonline.info
on 13 Mar 2010 at 4:07
10.6.2 (32bit), MacPro 2.66 Dual Listening to iTunes, Safari, various. (normal
use) Stopwatch timed, not accurate.
system audio settings: Use This Device for Sound Output / Input = Soundflower
(2ch-32bit) @44.1kHz->EchoAudioFIre(12ch-24bit) @44.1kHz, clock
source = Mac
buffer: 256 = 3:25 to meltdown
buffer: 512 = 6:39 to meltdown
buffer: 1024 = 13:15 to meltdown
system audio settings: Use This Device for Sound Output / Input = Soundflower
(2ch-32bit) @44.1kHz->EchoAudioFIre(12ch-24bit) @96kHz, clock
source = Mac
buffer: 256 = 1:59 to meltdown
buffer: 512 = 3:09 to meltdown
buffer: 1024 = 6:15 to meltdown
system audio settings: Use This Device for Sound Output / Input = Soundflower
(2ch-32bit) @96kHz->EchoAudioFIre(12ch-24bit) @44.1kHz, clock
source = Mac
buffer: 256 = 1:42 to meltdown
buffer: 512 = 3:10 to meltdown
buffer: 1024 = 6:12 to meltdown
let me know what other factors to compare, t. no problem consistently
reproducing it for ya.
Original comment by razielpa...@gmail.com
on 18 Mar 2010 at 2:41
These last two comments don't indicate what software is getting the sound out
of
Soundflower and sending to the hardware, which seems to imply that you are
using
SoundflowerBed?
I just tried SoundflowerBed and I _can_ reproduce the problem. So this looks
like a bug
not in Soundflower, but in SoundflowerBed. Soundflower itself seems to work
fine with
other applications (such as Max/MSP) at the end of the chain.
Original comment by 74obje...@gmail.com
on 18 Mar 2010 at 12:31
I too am suffering from this problem. And Yes I am using soundflowerbed to
route the
audio to my audio interface (Mbox 2 USB).
I am running OSX 10.6.2 , Mac Pro.
Signal flow is Logic Pro 9.1 - soundflower - Soundflowerbed - Mbox 2 output.
Buffer is set to 512 samples in all applications.
I get about 5 minutes or so before I have to reselect my hardware from
soundflowerbed
to get sound again. This happens every time I use soundflower 2ch or 16ch as the
audio interface for Logic Pro.
Also, when I first start soundflowerbed although my audio interface is already
selected in soundflowerbed it does not route audio to it until I select the
interface
again.
Thanks
Original comment by reuben%s...@gtempaccount.com
on 19 Mar 2010 at 5:13
Yes. Using soundflowerbed. I will try with max tonight.
Original comment by j...@kunstonline.info
on 19 Mar 2010 at 11:34
I was also using SFB....
Although have given up on this software for now and have found a work around
for my particular set up.
Original comment by randomge...@btinternet.com
on 21 Mar 2010 at 8:41
using previous config, the problem exists when using SFB, not with MAX.
Original comment by j...@kunstonline.info
on 23 Mar 2010 at 6:46
I *have* the problem with the following signal path:
Traktor Pro => Soundflower => Ableton Live 8 => Audio8 DJ.
I *do not have* the problem with the following signal paths:
(i) Traktor Pro => Audio8 DJ
(ii) Ableton Live 8 => Audio8 DJ
(iii) Traktor Pro => Soundflower => Live 8 => Internal Sound Card
It appears that something about my configuration that involves Soundflower
finally
routed through the Audio8 DJ driver seems to cause this issue.
Original comment by vamshi.r...@gmail.com
on 23 Mar 2010 at 9:02
I have a similar setup like vamshi.raghu, and I also have exactly the same
behaviour
like all people here reported (noise after certain periods of time). Might add
that I
am also using Soundflower, so the Setup
Anyapp => Soundflower => Audio DJ 8
produces the problems stated above by me and other people. Should be really
easy to
reproduce and it also seems to occur on certain types of sound hardware,
apparently
including all Native Instruments audio interfaces, but also many others. Maybe
all of
these cards have a similar chipset?
Original comment by kuderm...@alphanull.de
on 24 Mar 2010 at 8:25
I'm really happy to see some progress on this issue, and also come
cleanup/consolidation of the reports.
I'll try to re-verify on my current setup (Mac Pro with Apogee Ensemble) ASAP,
and
verify whether it happens just with SoundflowerBed involved, or not.
Original comment by paulrpo...@gmail.com
on 25 Mar 2010 at 4:26
The same bug occurs in the new Soundflower 1.5.2 Beta1. Too sad...
Original comment by felip...@gmail.com
on 20 Apr 2010 at 12:46
Soundflower was awesome when it worked. I was able to control the System Volume
from
my computer while using a firewire device through Soundflowerbed. Could we get
the
priority escalated from medium please?
-R
Original comment by ryanrhe...@gmail.com
on 3 May 2010 at 8:31
I'm currently working on fixing this issue myself. I seem to have narrowed down
where the problem is occurring. If any of the maintainers
have any input to my observations, that would be helpful.
In the InputIOProc of AudioThruEngine, input audio is stored in the ring
buffer, and in the OutputIOProc, it is fetched. After a certain
period of time, every attempt to fetch from the ring buffer in the OutputIOProc
fails because the times passed in fall outside of the range
of the buffer. So say the buffer is 96000 samples big (48khz / sec @ 2
seconds). On my sound card, the safety offset is 50, so it will
consistently fail trying to fetch 95950 - 96462 (462 greater than the buffer)
when buffer size is set to 512. Not quite sure what is
causing this, but it is pretty consistent and has to do with the ring buffer.
If I change the source to bypass the ring buffer, writing directly
to This->mWorkBuf in the InputIOProc and reading directly from This->mWorkBuf
in the OutputIOProc, the problem disappears, though
there is a bit more static than normal because there is no safety offset.
Would any of the maintainers care to comment? I'll submit the patch if the
solution is found.
Original comment by bryan.ma...@gmail.com
on 28 May 2010 at 2:18
I normalized the buffer times, and this is the error I'm getting from
AudioRingBuffer::Fetch():
error - buffer times: 0 - 96000, reading for 95987 - 96051
This same error repeated > 1000 times
Original comment by bryan.ma...@gmail.com
on 28 May 2010 at 2:34
Thanks for working on this! Please do submit a patch if/once you get a
solution working. I'd be more than
happy to build up new installers as soon as this issue is resolved.
Original comment by 74obje...@gmail.com
on 28 May 2010 at 3:23
I'm also glad to hear there is progress in...and hope this issue will be solved
soon...If we we can help with any
further information, let us know...
just to add my stats:
Mac Pro Quad Core, 6 GB 1066 MHz DDR3,
Mac OS X 10.5.8
audio path 1: Final cut Pro -> soundflowerbed (1.5.1, 2ch) -> Blackmagic Audio
audio path 2: Final cut Pro -> soundflowerbed -> Level Meter (Spectre)
Buffer size is 2048, not editable in FCP, Signal is 48 KHz, 32 Bit, 2 Ch
Original comment by sonkeelb...@gmail.com
on 7 Jun 2010 at 2:04
I've been working on this for a few days now.
Here's what I found out.
0) There are quite a few simple typo bugs in SoundflowerBed, those are trivial
to fix.
SIntXX, in audio app, there really isn't a lot of call of Signed Numbers (unless they are PCM data in float) I changed all that to UIntXX
There in [AppController readDevicePrefs], val should really be unsigned long
[AppController bufferSizeChanged16ch], should never use data from 2ch
1) The fundamental problem with this issue (24) is that you have two devices
running in parallels without any effort to keep the two clocks in sync (beyond
setting the sample rate the same). Which, in theory is enough, but in practice
those two clocks can drift apart, especially if one of them is driven by
different hardware than other.
Solution to this is to either:
a) Keep track of drift between the two clocks and compensate by either
re-sampling the data on the fly (hard) or insert some noise by
duplicating/dropping sample frames (easy, but bad).
b) Find a way to sync those clocks. But without actually having sync source
that you can physically tie two hardware together, this might not be possible.
c) Rewrite AudioThruEngine to use AudioQueue
I am trying to do c). I will post again if I get anywhere with it.
Original comment by Jyin.Sph...@gmail.com
on 8 Jun 2010 at 1:28
Thank you very much, @Jyin.Spheal. We all appreciate your effort.
Original comment by felip...@gmail.com
on 8 Jun 2010 at 1:31
Jyin.Spheal,
Can you release the version of Soundflowerbed with the typo bugs fixed?
-R
Original comment by ryanrhe...@gmail.com
on 8 Jun 2010 at 1:31
[deleted comment]
I don't have write access to SVN.
Besides, my code-base is currently a utter mess.
Original comment by Jyin.Sph...@gmail.com
on 8 Jun 2010 at 1:43
AudioQueue is a bust... not really designed for this sort of thing.
Latency on AQ is in the order of 2-300 ms in i7 system.
Moving off to Plan d)....
Original comment by Jyin.Sph...@gmail.com
on 10 Jun 2010 at 12:02
what was plan d? i only saw up to c :)
i've been working on your plan a & b, as I believe it's really the best way to
implement it to give the most versatility. I've identified the exact problem
and understand how it's drifting apart, i'm carefully considering the solution.
i'd be interested to see the code you've implemented for audio queue services,
perhaps you could email what you have?
bryanmatteson <at> hotmail <dot> com
Original comment by bryan.ma...@gmail.com
on 10 Jun 2010 at 12:29
The code I have for AQ is not functional, it is *just* functional enough to
measure latency.
As to Plan D... I am trying out AggregateDevice.
Basically, I will tie the input and output device into single aggregate device
and use one IO proc to do the input/output in single call.
Original comment by Jyin.Sph...@gmail.com
on 10 Jun 2010 at 4:33
So, Plan D seems to be coming along well.
I got prototype running on my system as I type.
I've just applied to this group, hopefully, by the time I get some testing done
on this code-base, I will have write access to SVN.
Original comment by Jyin.Sph...@gmail.com
on 12 Jun 2010 at 8:27
I've ran into a problem I can't seem to fix.
Every 30sec or so (with 2048 buffer) I get a pop in the sound.
Original comment by Jyin.Sph...@gmail.com
on 15 Jun 2010 at 11:38
Only on 2048 buffer? Or is this the case on, say, a 64 buffer as well?
Original comment by bryan.ma...@gmail.com
on 15 Jun 2010 at 11:43
64 buffer is unusable in my system (10 channel output).
2048 seems to give best result in terms of sound quality.
Original comment by Jyin.Sph...@gmail.com
on 16 Jun 2010 at 3:27
[deleted comment]
Awesome to see some progress on this! As for getting it into SVN, there are a
variety of options. The easiest way is if you are using Github @
http://github.com/tap/Soundflower . Usually the bleeding edge is there and the
stable changes are then merged to Googlecode's SVN.
Otherwise we could get you svn access on googlecode and maybe this could go in
a branch initially and then we can merge it to trunk after testing/review? To
go this route, drop me an email.
Original comment by 74obje...@gmail.com
on 19 Jun 2010 at 10:48
Thanks, I will look into the qithub, the noise issue is still there, and I got
bit busy with work at the moment.
I will get back to it when things quiets down.
Original comment by Jyin.Sph...@gmail.com
on 21 Jun 2010 at 8:11
Any news, folks?
Original comment by felip...@gmail.com
on 11 Jul 2010 at 10:14
Any news, folks?
Original comment by fotosho...@gmail.com
on 15 Jul 2010 at 7:42
I have a similar issue - I get messed up audio buffers (ie a sine wave looks
chopped up and rearranged - see screenshot) after ~ 5-10 min. I am not using
SFBed's monitoring feature, but instead I'm aggregating Soundflower and my MOTU
Ultralite. Everything has 128 sample buffers. Ultralite is clock source,
resample not checked on either. Would love to see this fixed! For now I am
using JackOSX instead.
Original comment by arvi...@gmail.com
on 24 Jul 2010 at 12:40
Attachments:
Has anything else been done on this issue? I used to yse SF and SFB about two
years ago and never had a problem like this one. Today I needed to use it for
a project and can up with the same issues everyone above has had. My Setup:
Mac Pro 3,1, 8 GB Dual quad
Routing: Kore 1 controller out 1/2 mapped to SF ch 1/2===> SF ====> NI
Maschine input 1/2 mapped to SF input 1/2 with soundflower bed ch1/2 mapped to
Kore1 controller out 3/4 (headphone outputs). Maschine external output mapped
to SF ch2 which is mapped in soindflower bed to ch1/2 on the Kore1 controller AI
Whenever going into the audio menu of either app the sound would stop. If
playing a sequence on maschine the sound would turn into a nasty buzzing
simialr to an audio loop). Saw above manywre having problems with NI audio
ints, so I switched the device to my Alesis USB 16.
Pretty much got the same results except no buzzing. The sound would no longer
play throughthe AI, but I did confirm that SF will routing the audio cleanly.
The audio routed from Kore into Maschine was showing on the Maschines meters.
I hit record and got a waveform when done. Reset SFB and played back the
sampled wav and it was clean, so it appears that the SFB connection to the AI
was disonnected/dropped/hung?? Yet the audio channel between the apps was still
good.... not useable, but contributing my experiences.
Original comment by wakko19...@gmail.com
on 25 Aug 2010 at 9:19
Sorry, I've been tied up with other project and haven't had a lot of time to
work on this.
I got aggregate code working, but I still get noise.
There may be some thing in the driver itself.
If I find time, I will insert some NSLog and see what I can find.
Original comment by Jyin.Sph...@gmail.com
on 31 Aug 2010 at 6:10
Any news, folks?
Original comment by fotosho...@gmail.com
on 7 Oct 2010 at 4:54
Is SoundFlower dead? C'mon, guys!
Original comment by felip...@gmail.com
on 7 Oct 2010 at 4:56
Yeah - soundflower is such a great concept and so useful and simple, but I've
had to stop using it because of this issue. If I knew what I was doing in this
realm, I'd help out.
Original comment by arvi...@gmail.com
on 7 Oct 2010 at 1:50
Does anyone knows any alternative to this otherwise great piece of software ?
I've tested Jack OSX but experienced the same issue...
Soundfloweer is way more simple to use and configure.
Would love to see it work again.
Original comment by mantoine...@gmail.com
on 8 Oct 2010 at 1:04
in my experience jackOSX works perfectly fine if you set it up right - its just
that it is more complex, requires remembering to turn it on before launching
your software (doh!), the connections GUI is not very good, and it seems to eat
CPU for breakfast. The last is the reason I don't use it when performing - i
get pops and clicks in the audio doing much less audio processing than I would
if i was not using jack. For now I've been getting around this by using
hardware loopback in my MOTU ultralite, but its not ideal - only 4 chans (2
chans in cuemix + 2 chans SPDIF loopback) and it means I am glued to that
hardware.
Original comment by arvi...@gmail.com
on 8 Oct 2010 at 2:10
Issue 79 has been merged into this issue.
Original comment by 74obje...@gmail.com
on 15 Oct 2010 at 6:35
same issue :-( after six hour with nrv10 and mac mini.
Original comment by michele....@gmail.com
on 28 Oct 2010 at 8:38
This issue is over a year old. What's the status?
Original comment by felip...@gmail.com
on 15 Dec 2010 at 6:01
The status seems to be "We simply do not care."
Has anyone found another solution yet?
Original comment by michael....@gmail.com
on 16 Dec 2010 at 12:52
I'm willing to PAY someone to actually fix this. Don't have huge amounts of
cash to spare, but something. I know first hand how hard this stuff is to debug
when it's in realtime and requires time before the bug manifests… I would
work on it myself, I just know nothing about coreaudio and not sure i want to
spend the time learning it. Or maybe Apple has fundamentally broken something
and a fix is just not possible? (that would not be particularly unusual as I
understand it)
Original comment by arvi...@gmail.com
on 16 Dec 2010 at 2:11
Original issue reported on code.google.com by
kuderm...@alphanull.de
on 18 May 2009 at 4:27