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Re: trouble with AudioQueuePause() and AudioQueueStart()
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Re: trouble with AudioQueuePause() and AudioQueueStart()


  • Subject: Re: trouble with AudioQueuePause() and AudioQueueStart()
  • From: William Stewart <email@hidden>
  • Date: Wed, 15 Jul 2009 12:09:11 -0700

I think you misunderstood Doug's point.

When you are in offline render mode, your code is directly calling the AQOfflineRender call - so when you get the message to pause, just stop calling AQOfflineRender, and when you get the resume, start calling it again.

The offline case is different than the normal case where the AQ is running in the context of the device I/O and you have no direct access to the rendering operations of the queue - so you issue commands to resolve that. In the offline case, you are providing the rendering context and you control that completely

HTH

Bill

On Jul 14, 2009, at 5:04 PM, Andrew E. Davidson wrote:

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

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-----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



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References: 
 >trouble with AudioQueuePause() and AudioQueueStart() (From: "Andrew E. Davidson" <email@hidden>)
 >Re: trouble with AudioQueuePause() and AudioQueueStart() (From: Doug Wyatt <email@hidden>)
 >RE: trouble with AudioQueuePause() and AudioQueueStart() (From: "Andrew E. Davidson" <email@hidden>)

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