Re: AudioDevice init problem
Re: AudioDevice init problem
- Subject: Re: AudioDevice init problem
- From: William Stewart <email@hidden>
- Date: Tue, 6 Oct 2009 12:42:16 -0700
you might want to use the AUHAL (audio device output unit) instead of
the audio device API - it gives you full I/O functionality, you can
start and stop I/O using it, but it is considerably easier to use the
the HAL (AudioDevice) API, especially with the plethora of devices
there are available. The DefaultOutputUnit is an example of how to use
this
Bill
On Oct 6, 2009, at 11:41 AM, Jeff Moore wrote:
I can't think of a single thing that would be fixed by adding
linkage to Carbon.framework. Most likely, you are just changing the
piece of memory that is getting corrupted.
At any rate, as someone else mentioned, it's hard to diagnose
crashes without seeing a backtrace of the crash.
On Oct 6, 2009, at 9:32 AM, Chuck Carlson wrote:
Fixed this problem by including the Carbon framework in the project.
The code size of the executable is the same, but now no more
EXC_BAD_ACCESS's.
What a puzzler. Anyone know why this fixes the problem?
--Chuck
On Mon, Oct 5, 2009 at 11:18 PM, Chuck Carlson <email@hidden>
wrote:
Hello,
I'm adding CoreAudio capability to a BSD shell tool using the
AudioDevice api (AudioDeviceStart(), AudioDeviceStop(), etc).
I can start, stop at will with no problems, but when I exit the tool
and start again, I get a EXC_BAD_ACCESS from an obgc_msgSend after
the
first AudioDeviceSetProperty or AudioDeviceGetPropery. I have to
reboot to run successfully again.
I've added AudioHardwareUnload before exiting with no success.
This is the same code ported from a Cocoa version, so it seems that
there is some initialization or cleanup problem that is not
happening
in a BSD shell tool.
Any ideas?
--
Jeff Moore
Core Audio
Apple
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