Re: Stopping a Audio Unit From Callback PROPERLY
Re: Stopping a Audio Unit From Callback PROPERLY
- Subject: Re: Stopping a Audio Unit From Callback PROPERLY
- From: andybull <email@hidden>
- Date: Sun, 30 Sep 2001 12:43:24 +0100
Maybe (as is often the case) I am misunderstanding the question but it is my
understanding that you should never ever stop an audio unit from within the
component itself. You should simply fill the buffer with zeros. This would
be because the component maybe linked (connected) into some realtime engine
that requires the system to be runnning all the time. You should only call
stop (or start) from code that is external to the audio unit. ie the app
that owns the audio graph. (??)
on 30/9/01 6:26 am, Brian Barnes at email@hidden wrote:
>
I am very very close to a working coreaudio replacement for the sound
>
manager stuff in dim3 (www.klinksoftware.com). There is ONE thing that
>
I can't figure out.
>
>
In my Input_Callback for the audio unit, if the sound is a looping
>
sound, I just restart the buffer. If it's single-shot, then I need to
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stop the sound. Right now I return -1, and the error state *seems* to
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put the buffer into stop mode, and then I can launch another sound on it.
>
>
I can't imagine this is the supported way! Is this OK? Will it
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continue to work? Or is there a better way?
>
>
Please help me before I guess again!
>
>
[>] Brian
>
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