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Creating and Removing Engines dynamically
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Creating and Removing Engines dynamically


  • Subject: Creating and Removing Engines dynamically
  • From: BlazeAudio Developer <email@hidden>
  • Date: Sat, 14 May 2005 19:07:31 +0530

Hi,

From our CoreAudio driver, we have a need to create and remove Audio Engines dynamically (based on control panel changes to the configuration).

In a very simple case, I have one Audio Engine, and I want to remove it, and create an identical one.

Everything seems to work fine, until streaming is started on the second instance.

convertInputSamples get called with a destBuf that's not writable (meaning crashes on first write!).

We simply do a deactivateAllAudioEngines() and then recreate the engine.

One thing I have noticed is that when I call deactivateAllAudioEngines, the method ::stop() gets called on it, but ::free() on the old one only comes after the new one has been activated!! I've tried experimenting and adding delays between the decativate and adding the engine again, up to 20 seconds (for testing!) and it(free() on the old one) still comes after the new one has been activated.

Could the problem be related to this?

Any help or pointers to help in this matter would be greatly appreciated!

Thanks.
Neetu.
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