Re: [ios] graph init and start in separate thread
Re: [ios] graph init and start in separate thread
- Subject: Re: [ios] graph init and start in separate thread
- From: Aran Mulholland <email@hidden>
- Date: Thu, 26 May 2011 10:21:50 +1000
On Q1, I have never had a drama doing this and like to because of the
excessive amount of time it takes to init the lot. the other technique
I have used is to start it going while the splash screen is still
visible.
no answer on Q2 from here...but would like to hear what others have to say.
On Wed, May 25, 2011 at 6:11 PM, steph ohara <email@hidden> wrote:
> hello
> i have 2 questions regarding creating, initialising and starting a coreaudio
> graph with ios devices
> 1. is it safe to place the init/start calls in a separate thread thus
> "free-ing" the main thread to do other work such as ui updates? i have tried
> this technique and it works but i have not tested on all devices.
> 2. this is more an open question to developers. what is the more efficient
> technique if one were to build say a modular audio structure. either (a) use
> coreaudio's built-in graph/audio unit or (b) roll out your own. as an
> example
> technique (a) create an AUGenerator -> AUFilter -> AUDelay ->AUOutput, each
> being a audio unit.
> technique (b) create an AUOutput and inside rendering, have a custom
> node/graph structure.
> i am mostly interested in efficiency (cpu use) and if there
> are accumulative bottle-necks between AUUnits.
> cheers steph
>
>
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