• Open Menu Close Menu
  • Apple
  • Shopping Bag
  • Apple
  • Mac
  • iPad
  • iPhone
  • Watch
  • TV
  • Music
  • Support
  • Search apple.com
  • Shopping Bag

Lists

Open Menu Close Menu
  • Terms and Conditions
  • Lists hosted on this site
  • Email the Postmaster
  • Tips for posting to public mailing lists
RE: trouble with AudioQueuePause() and AudioQueueStart()
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: trouble with AudioQueuePause() and AudioQueueStart()


  • Subject: RE: trouble with AudioQueuePause() and AudioQueueStart()
  • From: "Andrew E. Davidson" <email@hidden>
  • Date: Tue, 14 Jul 2009 17:04:28 -0700

Hi Doug

Thanks Doug. I would never have thought of using AudioQueueStop in place of
AudioQueuePause()

I all I want to do is to continue playback or record where we left off when
the user pressed the pause button. I have no idea how AudioQueue's are
implemented. Reading the documentation I found AudioQueuePause() I assumed
that AudioQueueStop() must do something else? Possible cause something to
reset?

Turns out for me changing the implementation to the following is going to be
a little tricky.
- (void) pause {
	AudioQueueStop()
}

- (void) resume {
	AudioQueueStart();
}

I have a couple of queue objects, and various wrappers to hide the
complexity. I will have to redesign the way state change notifications get
propagated so that I do not delete objects that are only paused. It is not a
big deal. Well worth it if I can get my bug fix out released before OS 3.1

Thanks

Andy

________________________________

Replace Ads with your Stuff! Learn how @  www.prowebsurfer.com
> -----Original Message-----
> From: Doug Wyatt [mailto:email@hidden]
> Sent: Tuesday, July 14, 2009 4:24 PM
> To: Andrew E. Davidson
> Cc: email@hidden
> Subject: Re: trouble with AudioQueuePause() and AudioQueueStart()
>
>
> On Jul 14, 2009, at 15:53 , Andrew E. Davidson wrote:
>
> > My iPhone application is built on top of AudioQueueOfflineRender()
> >
> > On OS 2.2.1 I use to implement a pause and resume button on my UI. The
> > implementation was really simple
> >
> > - (void) pause {
> > 	OSStatus status = AudioQueuePause( queueObj ) ;
> > 	If ( status != noErr ) {
> > 		Error handling
> > 	}
> > }
> >
> > - (void) resume {
> > 	OSStatus status = AudioQueueStart( queueObj, nil );
> > 	If ( status != noErr ) {
> > 		Error handling
> > 	}
> > }
> >
> >
> > This worked fine on OS 2.2.1. How ever when ever I run the 2.2.1
> > binary on
> > OS 3.0 or even when I compile for OS 3.0 the call to AudioQueueStart
> > () in
> > resume: returns error -66681 "kAudioQueueErr_CannotStart"
>
>
> What are you trying to accomplish by pausing a queue that's in offline
> rendering mode? Why not just stop calling it to render? (clearly this
> is a bug, but I don't see why it's an important one)
>
> Doug
>


 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list      (email@hidden)
Help/Unsubscribe/Update your Subscription:

This email sent to email@hidden

  • Follow-Ups:
    • Re: trouble with AudioQueuePause() and AudioQueueStart()
      • From: William Stewart <email@hidden>
References: 
 >trouble with AudioQueuePause() and AudioQueueStart() (From: "Andrew E. Davidson" <email@hidden>)
 >Re: trouble with AudioQueuePause() and AudioQueueStart() (From: Doug Wyatt <email@hidden>)

  • Prev by Date: Re: trouble with AudioQueuePause() and AudioQueueStart()
  • Next by Date: Re: MultiChannelMixer vs 3dMixer
  • Previous by thread: Re: trouble with AudioQueuePause() and AudioQueueStart()
  • Next by thread: Re: trouble with AudioQueuePause() and AudioQueueStart()
  • Index(es):
    • Date
    • Thread