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Re: Proper way for stopping a graph from it's renderInput callback
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Re: Proper way for stopping a graph from it's renderInput callback


  • Subject: Re: Proper way for stopping a graph from it's renderInput callback
  • From: William Stewart <email@hidden>
  • Date: Tue, 13 Jul 2010 15:15:25 -0700

ok - a bug report would be great. Thanks

On Jul 12, 2010, at 10:17 PM, Guy Shaviv wrote:

> Hmm..
> In checking with the iPhoneMixerEqTest example, I added an AUGraphStop(mGraph) in the renderNotification function (moved mGraph to be static first so the renderNotification can have it's value easily) and it produces a deadlock. Same results if places in the renderInput.
>
> On Jul 12, 2010, at 22:46 , William Stewart wrote:
>
>>
>> On Jul 11, 2010, at 11:17 PM, Guy Shaviv wrote:
>>
>>> I'm wondering what is the proper way to stop a graph from playing from within it's render input or render notification callbacks. I tried calling AUGraphStop from my render input callback but that seems to have no effect.
>>
>> Do you mean that it doesn't stop the graph?
>>
>>> What I'm doing now is filling the buffer with silence
>>
>> you will have to do that for at least the current cycle as the device is "still running" at that point.
>>
>>> and scheduling a call to AUGraphStop from the main thread. But it seems like there must be a better way then what I'm doing.
>>
>> yes, this doesn't seem correct to me
>>
>>>
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References: 
 >Proper way for stopping a graph from it's renderInput callback (From: Guy Shaviv <email@hidden>)
 >Re: Proper way for stopping a graph from it's renderInput callback (From: William Stewart <email@hidden>)
 >Re: Proper way for stopping a graph from it's renderInput callback (From: Guy Shaviv <email@hidden>)

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