I've been looking at this some more. It seems that what you
suggested, using two audio sgchannels within the same grabber, won't
work around my problem since I still need to be able to start and
stop different grabs independently. As far as I can tell, SGStop on
any sequence grabber is stopping all SGAudioChannels regardless of
which sequence grabber they're associated with. That seems to be a
bug, would you agree?
As far as I can tell the only workarounds seem to be: 1) do different
captures from different processes or 2) capture by accessing the vdig
directly rather than through the sequence grabber.
Does that seem right?
I'm having the same problem and was wondering if this was answered. I
didn't see it posted on the list.
I'm trying to record AIFF audio files from different devices
independently
using the SG APIs and have the same problem as was discussed in an
earlier
post and is outlined below:
I'm able to configure two sequence grabbers components, each with
both an audio and a video channel. I start the first recording to
one file, then the second recording to another file. However, when
I stop the first sequence grabber, the audio stops at that point
in the second capture as well. The video in the second continues
being recorded until I stop the second sequence grabber.
Everything works fine for me as well if I only do one recording at
a time.
If I try to do overlap recordings unexpected things happen. If I
call stop
on one, the other stops. If I try to end my recording on one
instance of
the SG component and close that instance to the component, the other
recording taking place on the other instance of the SG component
stops as
well.
Is this a bug within the SG?
Is there a way to do this that several of us are overlooking?
If we create two instances of a SG component shouldn't we be able
to start
and stop recording independently on each?
I used to record from different devices independently easily with
the sound
input manager under OS9 but recording from multiple inputs with the
sound
input manager doesn't work under OSX.
Is using the core audio API the only way around this?
I've worked on this for a month on and off and I'm getting
frustrated...
It was easy with the Sound Input Manager...
Bill Sanford