Proper way to fail performAudioeEngineStart
Proper way to fail performAudioeEngineStart
- Subject: Proper way to fail performAudioeEngineStart
- From: BlazeAudio Developer <email@hidden>
- Date: Fri, 25 Apr 2003 16:59:53 -0700
What is the proper way to fail performAudioEngineStarte() in an
AudioEngine?
If I fail it once, it seems like CoreAudio (or the client applications)
simply "give up" on this engine for ever - until reboot.
We have a case where two audio-engines contend for some resource - and
once the resource is granted to one, the other engine may not start - and
so we fail the call.
Is this kind of a scheme to be implemented in some other manner?
Thanks.
Devendra.
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