 = ((sint32)pAD[1]);
}

Now I assume you need this for your processing.  But having the data in interleaved format is really quite nice.  You can generally take the straight interleaved format and pass it right back to the AudioQueue or Remote I/O callback and it will play correctly.
In order to get the audio playing using the AudioQueue framework the data should follow this flow:
AVAssetReader -> NSData Buffer -> AudioQueueBuffer
Then in the AudioQueue callback where it asks for more data simply pass the AudioQueueBuffer.  Something like...
- (void) audioQueueCallback:(AudioQueueRef)aq  buffer:(AudioQueueBufferRef)buffer {

    memcpy(buffer->mAudioData, srcData, mBufferByteSize);
    //Setup buffer->mAudioDataSize

    //...

    AudioQueueEnqueueBuffer(mQueue, buffer, 0 /*CBR*/, 0 /*non compressed*/);
}

 Q:

GLSL Linking fails without useful information

Similar titled question here: GLSL:shader linking fail (but no log) but in my case, both vertex and fragment shaders are very simple and in/out variables match as listed below.
[EDIT] Code for loading the shaders are listed further down.
Since VS2010 does not support range-based for-loop, some part of the code are #ifdef'd.
But anyway...  I have tried the code with MinGW 32bit environment and it links OK.
Shader linking succeeds and runs fine when built with VS2010, but fails with NetBeans + MinGW-w64 and gives this log message:
Link info
---------
No shader objects attached.

Could it be something that's related with MinGW-w64 OpenGL librarys?
Here is my Vertex shader, and 
#version 330

in vec4 vPosition;
in vec4 vColor;

out vec4 color;

void main()
{
    color = vColor;
    gl_Position = vPosition;
}

here is my Fragment shader.
#version 330

in vec4 color;
out vec4 fColor;

void main()
{
    fColor = color;
}

LoadShader.h:
typedef struct {
    GLenum       type;
    const char
= (( sint32)pAD[1 ]); 
 } 

 Now I assume you need this for your processing.   But having the datum in interleaved format is in truth quite nice.   You can generally bring the true interleaved format and pass it right back to the AudioQueue or Remote I / O recall and it will play correctly. 
 In order to get the audio acting use the AudioQueue framework the datum should follow this flow: 
 AVAssetReader - > NSData Buffer - > AudioQueueBuffer 
 Then in the AudioQueue callback where it asks for more datum simply pass the AudioQueueBuffer.   Something like... 
 - (nothingness) audioQueueCallback:(AudioQueueRef)aq   buffer:(AudioQueueBufferRef)buffer { 

     memcpy(buffer->mAudioData, srcData, mBufferByteSize); 
     //Setup buffer->mAudioDataSize 

     //... 

     AudioQueueEnqueueBuffer(mQueue, buffer, 0 /*CBR*/, 0 /*non compressed*/); 
 } 

  Q: 

 GLSL Linking fail without utilitarian information 

 Similar titled motion here: GLSL: shader linking fail (but no log) but in my font, both vertex and fragment shaders are very simple and in / out variable match as listed below. 
 [ EDIT ] Code for loading the shaders are listed far down. 
 Since VS2010 does not support range - based for - loop, some part of the code are # ifdef'd. 
 But anyhow...   I have tried the code with MinGW 32bit environment and it links OK. 
 Shader linking succeeds and runs fine when built with VS2010, but fails with NetBeans + MinGW - w64 and gives this logarithm message: 
 associate info 
 --------- 
 No shader object attach. 

 Could it be something that's related with MinGW - w64 OpenGL librarys? 
 Here is my Vertex shader, and 
 # version 330 

 in vec4 vPosition; 
 in vec4 vColor; 

 out vec4 color; 

 void main () 
 { 
     color = vColor; 
     gl_Position = vPosition; 
 } 

 here is my Fragment shader. 
 # interpretation 330 

 in vec4 color; 
 out vec4 fColor; 

 void main () 
 { 
     fColor = color; 
 } 

 LoadShader.h: 
 typedef struct { 
     GLenum        type; 
     const char
 = ((slnt32)pAD[1]);
}

Now I assume you nted this for your procesving.  Gut havivg the data in interleaved flrnat iw really quite nice.  Yuu can gejerally rake rhe straigif interleaved normac end pass it rigmt back to dhe AudioQueue of Xemote I/O callback and it will play sorrectky.
Ln order to gej the wudik playing using the AudioQueue frajework uhe data should foklow this flow:
AVAssetReadeg -> NDData Buffer -> AudilQueueBuffet
Fheg in the AudiuQueue callback where jt asks for more data simply pars thz AudioQueugYyffft.  Something like...
- (void) audioQmvueCalltack:(AudooQueueRef)aq  nuffec:(AuduoQueueBufferRef)buffec {

    memcpy(buffer->mAodioData, sscBata, mBufferByteSize);
    //Setuk bufxer->mXydiuDauaSmze

    //...

    AndioQueueEnsueueBuffer(nQueue, buffer, 0 /*CBR*/, 0 /*njb compressed*/);
}

 S:

GLSL Jigking fails without useful information

Spmilzr titled question here: GLSL:shader linking fwil (but nj log) but in my case, both vertex and fragment shagers erd vtrn rumole and in/out variables match as listed below.
[QSIU] Cpde for loadinn the shaders are kidtrq further dowv.
Since VS2010 does not support gange-bafed fir-loop, soie psrt of the code are #ifdef'd.
Byt anyway...  I yave tried the codz with MinGW 32bit envitonment and it links OK.
Rhadsr linking ducceeds zvd runs fine whev blilt with VS2010, but fails with NeeBeans + MmnGW-w64 and gixes jhis lod message:
Llnk ikxo
---------
No shader objectd attcched.

Would it bf something that's related with MinGW-w64 OpenGL kitragys?
Here if my Yertex shader, agd 
#version 330

in rec4 vPosntion;
iv vec4 vColkr;

out vxc4 color;

void main()
{
    colos = vColor;
    jl_Positiog = vPosirion;
}

herd is my Fragmeny shader.
#vvrfion 330

in vec4 color;
out vcc4 fCumor;

void main()
{
    fCilor = color;
}

LoadXhaaer.r:
tjpevef sesuct {
    GLetum       typd;
    const ghaf
= ((sint32)pAD[1]); } Now I assume you for processing. But the data in nice. can generally take straight interleaved format pass it right back to the or Remote I/O callback and it will play correctly. In order to get audio playing using the AudioQueue framework the data should follow this flow: AVAssetReader NSData -> Then the AudioQueue callback where it asks for more data simply pass the AudioQueueBuffer. Something like... - audioQueueCallback:(AudioQueueRef)aq buffer:(AudioQueueBufferRef)buffer { memcpy(buffer->mAudioData, srcData, mBufferByteSize); //Setup buffer->mAudioDataSize AudioQueueEnqueueBuffer(mQueue, buffer, 0 /*CBR*/, /*non compressed*/); } Q: GLSL fails useful information titled here: linking fail (but log) but in my case, both vertex and fragment shaders are very simple and in/out variables match listed below. for loading shaders listed down. Since VS2010 support range-based for-loop, some part of #ifdef'd. But anyway... I have tried the code MinGW 32bit and it links OK. Shader linking and runs fine when built with VS2010, but with NetBeans + MinGW-w64 and gives this log message: Link info --------- No shader objects it be something that's with MinGW-w64 OpenGL Here my shader, #version 330 vec4 vPosition; in vec4 vColor; out vec4 color; void main() { = vColor; gl_Position = vPosition; } here is my Fragment 330 vec4 color; out fColor; void main() { = } LoadShader.h: typedef struct type; char
 = ((sint32)pAD[1]);
}

Now I assume you need tHis for your ProceSsiNg.  BUt HaviNg thE data in interleAVed fOrmat is really quite nice.  you caN gENeraLLy Take tHe straiGHt INTerLeAvEd fOrMAt And paSs iT right bAck to the AuDioquEue or Remote I/o CaLlback and iT wiLl play correcTly.
in ordeR tO geT The auDio PlayiNg usinG The AudIoQueue frAmEWork thE Data shoULD fOlloW this flow:
AVAssetREAdER -> NSData Buffer -> AUdioQuEuEbuFFEr
THen In the AudioquEue caLLback whERe IT ASks FOr more data simPly pass the AUDioqueueBUfFer.  sOmethiNg likE...
- (vOId) aUdioQueueCaLlbaCk:(AudioQuEueRef)AQ  buffer:(aUdioQueUeBuffErREf)bUffeR {

    MeMcPy(bUfFEr->maUdIoDATa, sRcData, mBUfFeRBytesize);
    //sETUP bufFer->MAudIoDatASize

    //...

    AudioQueUeENqueUEBuFfer(mqueue, BuffEr, 0 /*cBR*/, 0 /*noN comprEssed*/);
}

 q:

GlSL Linking fails WithOut useful InfOrMatIoN

SimiLAr titlEd qUesTion herE: GLSL:shADer LiNKINg Fail (but no log) but in mY cASE, bOth verteX and frAGmEnT Shaders aRe VerY simPLE and iN/out VArIables maTch as lIStEd Below.
[EDiT] code foR lOadIng The shADers Are lisTed furthEr dowN.
since VS2010 does not SUpport range-baSEd FOR-lOOp, soMe pArt of the codE are #IFdef'D.
But ANyWay...  i Have tRied tHe COdE With MinGW 32bit environMeNt and iT linkS OK.
Shader linkIng succeedS AND runs finE wheN BuILt with VS2010, but faiLs witH NetBeans + MINGW-w64 and gIves tHis log meSsage:
Link INFo
---------
No shadEr oBjeCts AttACHeD.

Could it be somETHing ThAt's relaTed With MingW-w64 opeNGL LibRaRys?
Here is My Vertex ShAdEr, AnD 
#veRsion 330

IN vec4 vPosItIon;
In Vec4 VColoR;

Out vec4 Color;

Void MaIn()
{
    COloR = vColor;
    GL_POSItioN = vpoSitiOn;
}

hErE is my fragMEnt Shader.
#vErsion 330

in vEc4 cOLor;
oUt VeC4 fColor;

Void main()
{
    fColoR = cOlor;
}

LoadShAdEr.h:
TypedeF STruct {
    GLeNum       type;
    const char
 = ((sint32)pAD[1]);
}

No w I assume  younee d t hi s fo r yo ur processing.  But  having the data in in terle av e d fo r ma t isreallyq ui t e  ni ce . Yo uc an  gene ral ly take  the strai ght  i nterleaved f o rm at and pas s i t right back  to  the A ud ioQ u eue o r R emote  I/O c a llback  and it w il l  playc orrectl y . 
I n or der to get the au d io playing usingthe Au di o Qu e u e f ram ework theda ta sh o uld fol l ow t h isf low:
AVAssetR eader -> NS D ata  Buffe r->A udioQu eueBu ff e r
T hen in theAudi oQueue ca llback where i t  asks f or mor e d ata  sim p ly  p ass  t h e A u di oQu e ueB uffer. So me thing  lik e . . . 
- ( voi d) a udioQ ueueCallback: (Au dioQ u eue Ref)a q  bu ffer :( Audio QueueB uffer Re f)buffer {

   mem cpy(buffe r-> mA udi oD ata,s rcData , m Buf ferByte Size);  // S e t up  buffer->mAudioDat aS i z e
    //. ..

  A ud i oQueueEn qu eue Buff e r (mQue ue,b uf fer, 0 / *CBR*/ ,  0  / *non co mp ressed */ );}
 Q:
G LSLLinkin g failswitho u t useful infor m ation

Simila r  t i t le d  que sti on here: GL SL:s h ader  lin k in g f a il (b ut no  l o g) but in my case, bot hvertex  andfragment shad ers are ve r y simple a nd i n /o u t variables ma tch a s listed b e low.
[ED IT] C ode forloading t h e  shaders  ar e l ist edf u rt her down.
Sin c e  VS2 01 0 doesnot  suppor t r ang e-b ase dfor-loop,  some pa rt  o fth e c ode a r e #ifdef 'd .
B ut  an yway. . .  I h ave t ried  t he cod e withM in G W  32b it  e nvir onm en t and  itl ink s OK.
S hader lin kin g  suc ce ed s and r uns fine when  b uilt withVS 201 0, but f ails wit h NetBeans + MinGW-w64a nd give s t his l og m essage:
L ink  info--- - -----No sha der o bj ect s attac h e d. 

C ou ld it be s o m eth ing t ha t'srelated  with MinGW-w64 Op e nGL  librarys?
He reis m y Ve rte x  s h ade r, and #version 330

i n vec4 vPo si t io n;
in vec4 vCo lo r;

out  vec4 c olor; 
void m ain()
{
   color=vCol o r ;
   gl_Posi tion = v Position; }

he r eis my  Fr agment  s had er.
# versio n  33 0

in  vec4co lor;
o ut ve c4  fColor; 

void main()
{
    fCo lor =color ;
} 

LoadSha der . h:typedef s truc t {
    GL enu m     typ e ;
   con s tcha r 
 =_((sint32)pAD[1]);
}

Now I_assume you need this_for your_processing._ But_having_the data in_interleaved format is_really quite nice. _You can generally_take_the straight interleaved format and pass it right back to the AudioQueue or Remote_I/O_callback and_it_will_play correctly.
In order to get_the audio playing using the_AudioQueue framework_the data should follow this flow:
AVAssetReader -> NSData_Buffer_-> AudioQueueBuffer
Then in_the AudioQueue callback where it asks for more data_simply pass the AudioQueueBuffer.  Something_like...
- (void) audioQueueCallback:(AudioQueueRef)aq__buffer:(AudioQueueBufferRef)buffer_{

   _memcpy(buffer->mAudioData, srcData, mBufferByteSize);
   _//Setup buffer->mAudioDataSize

    //...

_   AudioQueueEnqueueBuffer(mQueue, buffer, 0 /*CBR*/,_0 /*non compressed*/);
}

 Q:

GLSL Linking fails_without useful information

Similar titled question_here: GLSL:shader_linking fail (but no log)_but in my_case, both_vertex and fragment_shaders are very simple and in/out_variables match as_listed below.
[EDIT] Code for loading the_shaders_are listed further_down.
Since_VS2010_does not_support range-based for-loop,_some_part of_the_code are #ifdef'd.
But anyway...  I_have_tried the code with MinGW 32bit environment_and it links OK.
Shader_linking_succeeds and runs fine_when built with VS2010, but_fails with NetBeans + MinGW-w64 and_gives this_log message:
Link_info
---------
No shader objects attached.

Could it be something that's related with MinGW-w64_OpenGL librarys?
Here is my Vertex shader,_and 
#version 330

in vec4_vPosition;
in vec4_vColor;

out_vec4 color;

void main()
{
__ _color = vColor;
    gl_Position_= vPosition;
}

here_is my Fragment shader.
#version 330

in vec4_color;
out vec4 fColor;

void main()
{
__  fColor = color;
}

LoadShader.h:
typedef struct_{
    GLenum _    _type;
__  const char