Creating and Removing Engines dynamically
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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