Re: Long delay in AUGraphStart
Re: Long delay in AUGraphStart
- Subject: Re: Long delay in AUGraphStart
- From: Guy Shaviv <email@hidden>
- Date: Sat, 10 Jul 2010 21:30:46 +0300
Hmm.. this is a real problem in responsiveness. Is it ok to call AUGraphStart not from the main thread? I don't want to block the main thread for 2secs, very bad user experience. Also doing it as part of the launch is not ideal, prolongs the launch time which is a bad user experience in its own right, not to mention getting you 2 seconds closer to being booted by the watchdog.
On Jul 10, 2010, at 15:22 , Aran Mulholland wrote:
> I have this same issue, (as does the apple iPhoneMultiChannelMixerTest
> sample project).
>
> I work around it by starting the graph on startup (and displaying a
> splash screen whilst doing so) and filling the buffers with silence
> until play is pressed.
>
>
> On Sat, Jul 10, 2010 at 9:44 PM, Guy Shaviv <email@hidden> wrote:
>> Hi,
>>
>> I'm experiencing a 1.875 second delay between calling AUGraphStart and starting to hear music. I'm wondering if this is normal to have such a long delay (a bug/feature) or if there is anything to be done about it? I'm seeing this both on the ipad and the simulator.
>>
>> My AUGraph consists of a remoteIO unit and an equalizer unit. The equalizer is set a render input callback to feed it data. Everything is using the canonical AU stream format (the 8.24 one, non interleaved).
>>
>> To measure the delay, I created a dummy function called marker that does nothing. I call marker() the line before calling AUGraphStart and I call it again first line in my render input callback. In instruments I used dtrace to see the time between the two calls which shows the time as 1.875 sec. During this time the processor is mostly idle, 75% of the time in mach_msg_trap being called from AURemoteIO::IOThread::Entry().
>>
>> Any ideas why this is happening or how to get rid of this very long delay are appreciated. _______________________________________________
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