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Re: How to proper destroy an AURemoteIO ????
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Re: How to proper destroy an AURemoteIO ????


  • Subject: Re: How to proper destroy an AURemoteIO ????
  • From: Doug Wyatt <email@hidden>
  • Date: Wed, 4 Mar 2009 11:46:43 -0800

Please write a bug describing what you're doing, especially the context in which you call AudioOutputUnitStop. If you include running code that demonstrates the problem, that's even better.

thanks
Doug

On Mar 4, 2009, at 11:43 , Inca Rose wrote:

Hi;
It is tested on the device.

I found another problem.
I re-factored my code to use only one instance of AURemoteIO.
What I found out is that the thread are still there !!!!
It seams like every time I start/stop the object a new thread is leaked.


Am I doing something wrong ?

Thanks
Inca R

On Mar 3, 2009, at 6:26 PM, Doug Wyatt wrote:

If you're in the simulator, I think this is something we know about. If you're on the device, please write a bug.

thanks
Doug

On Mar 3, 2009, at 0:44 , Inca Rose wrote:

Hi;
After I finish using an AURemoteIO I do the following steps:
-- AudioUnitOutputStop
-- AudioUnitUninitialize
-- AudioComponentInstanceDispose

But checking the threads in my system I see that for every AURemoteIO object I created there is still a thread with the following
stack thread:


0 mach_msg_trap
1 mach_msg
2 AURemoteIO::IOThread::Entry
3 CAPThread::Entry
4 _pthread_body

What is the proper way to dispose an AURemoteIO ??? Am I doing something wrong ?



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References: 
 >How to proper destroy an AURemoteIO ???? (From: Inca Rose <email@hidden>)
 >Re: How to proper destroy an AURemoteIO ???? (From: Doug Wyatt <email@hidden>)
 >Re: How to proper destroy an AURemoteIO ???? (From: Inca Rose <email@hidden>)

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