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Proper way to fail performAudioeEngineStart
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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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References: 
 >Re: AudioUnit: Open Times are too long (From: "Michael Olsen" <email@hidden>)
 >Re: AudioUnit: Open Times are too long (From: Bill Stewart <email@hidden>)

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