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Re: Creating Aggregate Devices programmatically
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Re: Creating Aggregate Devices programmatically


  • Subject: Re: Creating Aggregate Devices programmatically
  • From: Jeff Moore <email@hidden>
  • Date: Mon, 1 Aug 2005 15:36:57 -0700

I think what BJ and Greg are saying is that since you have a reference to the device, that you just go ahead and start it and keep it running with a call to AudioDeviceStart(theDeviceID, NULL). Thus, the device would already be running, even when QT wants to stop it. This should get you by the start up latency problem at the expense of always running an IO thread.

On Aug 1, 2005, at 3:31 PM, Dave Addey wrote:

Hi Greg / all,

Not sure I understand. How would I go about doing this? I found that when I
prerolled the device, everything was fine, but stopping and starting
playback (without further prerolling) caused the restart delay mentioned
before. Do I need to deal with the playback myself (i.e. without
audiocontexts) to achieve what Greg describes? Or something else? How
would I do this?


All the best,

Dave.


From: Greg Chapman <email@hidden>
Date: Mon, 1 Aug 2005 15:17:03 -0700
To: CoreAudio API <email@hidden>
Subject: Re: Creating Aggregate Devices programmatically

QuickTime would be perfectly happy with this solution (start the
device yourself, way early).  As Jeff says, QuickTime has some issues
with devices that have non-trivial start-up delay, but all of those
issues should go away if you do this.

Greg

On Aug 1, 2005, at 2:16 PM, Jeff Moore wrote:


Theoretically, you could do this, presuming you were in charge of
how the device is used. Unfortunately, this seems to not be the
case since the device is being used in conjunction with a QT
AudioContext. As such, QT is in control of when to start and stop
the device. As has been shown, QT has a few issues with devices
that have non-trivial start-up delay.



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--

Jeff Moore
Core Audio
Apple


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