Re: Conclusion: Can anyone comment on Crashes in AUParameterSet?
Re: Conclusion: Can anyone comment on Crashes in AUParameterSet?
- Subject: Re: Conclusion: Can anyone comment on Crashes in AUParameterSet?
- From: Bill Stewart <email@hidden>
- Date: Thu, 29 May 2003 11:34:34 -0700
Shai
Thanks for the comments - we'll look into this, as yes this call is
asynchronous and if there is any data that we need at a later date that
we don't have that should be kept around.
However - it is my understanding that we are already doing this (but
we'll check) - if we think we are and we're still crashing, then your
workaround shouldn't be required and it would suggest that that
workaround would be masking another problem...
Thus - if there is anyway you can send us some code that would
reproduce the problem that would help tremendously - I'll let you
know...
On Thursday, May 29, 2003, at 07:31 AM, Shai Shasag wrote:
Hi to all,
It is my conclusion that AUParameterSet IS asynchronous. If you
remember my code was:
const AudioUnitParameter inParameter = {GetComponentInstance(),
lParamID kAudioUnitScope_Global, 0};
OSStatus cErr = ::AUParameterSet(nil, nil, &inParameter, newValue, 0);
&inParameter is a pointer to the stack, and therefor does not live
after the function ends. The crash happened inside memcpy (call from
somewhere in AUParameterSet).
What I did was to create an array of AudioUnitParameter's and placed
it on the heap.
Now the call is:
OSStatus cErr = ::AUParameterSet(nil, nil, inParameterArray +
lParamID, newValue, 0);
Now I do not crash any more.
So I can only conclude that the third parameter is being use after
AUParameterSet returns.
As for calling from the audio thread. If I understand correctly by
'audio thread' you mean the component derived from AUBase. If so this
code is being called from the audio thread and (now) without > problems.
"audio thread" in this case means the thread that your AudioUnitRender
call has been made on.
Bill
thanks to all who helped,
Shai
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