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My app is on iOS 8.3 (iPad and iPhone) and using The Amazing Audio Engine. I'm buffer loading 24 audio files and assigning their output to various channels on a connected USB audio device. Right now I'm testing with a Scarlett 2i|4, but this also happens on the Apogee Duet and two different PreSonus AudioBox units - the 44VSL and the 1818VSL.

The first time I call [engine play] aka AUGraphStart(graph), the playback begins immediately. Then I call [engine stop] aka AUGraphStop(). The next time I call [engine play] aka AUGraphStart(), it takes about 4 seconds before playback begins, and the channels on the USB device click a few times.

The channels also click a few times when the device is first plugged into the iPad or iPhone.

This issue does not happen on the Speakers or the Headphone routes -- only when a USB device is plugged in and used.

Any ideas why the AUGraphStart() call after AUGraphStop() takes 4 seconds before it starts playing?

BlackM
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Matt H
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1 Answers1

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Actually I just figured it out -- it's a bug in TAAE. It's also calling a AudioUnitStop on the remote_IO unit. You have to bypass TAAE stop and call the graph directly.

BlackM
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Matt H
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