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This repository has been archived by the owner on Mar 23, 2024. It is now read-only.
Hi there, I've been trying to use your library to have list of input and output devices which is working fine. I am able to get a list of all inputs and outputs available. However, when I try to switch output/input from my AirPods to the BuiltIn speakers and Microphone I get a crash like the following.
audioQueue.async{// concurrent queue for the audio
output.isDefaultOutputDevice = true
input.isDefaultInputDevice = true
recreateAudio()// AudioUnitStop, AudioUnitUninitialize, AudioUnitDispose, AudioUnitInitialize, AudioUnitStart}
/*! @function AudioUnitUninitialize @abstract uninitialize an audio unit @discussion Once an audio unit has been initialized, to change its state in response to
some kind of environmental change, the audio unit should be uninitialized.
This will have the effect of the audio unit de-allocating its resources.
The caller can then reconfigure the audio unit to match the new environment
(for instance, the sample rate to process audio is different than it was) and
then re-initialize the audio unit when those changes have been applied.
I am still new to all these CoreAudio concepts so I am not sure if this is the right way but when I don't recreate the audio chain, there is no sound anymore after the switch of input/output.
SimplyCoreAudio is instantiate at the launch of the App and I keep a strong reference to it inside a class like this:
My Project is running on Mac OS Catalyst on Mac OS Ventura. If you need more information please tell me, I would be very glad to get some help on this issue I'm facing, thank you!
The text was updated successfully, but these errors were encountered:
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Hi there, I've been trying to use your library to have list of input and output devices which is working fine. I am able to get a list of all inputs and outputs available. However, when I try to switch output/input from my AirPods to the BuiltIn speakers and Microphone I get a crash like the following.
Here is a little snippet of what I'm doing.
/*!
@function AudioUnitUninitialize
@abstract uninitialize an audio unit
@discussion Once an audio unit has been initialized, to change its state in response to
some kind of environmental change, the audio unit should be uninitialized.
This will have the effect of the audio unit de-allocating its resources.
The caller can then reconfigure the audio unit to match the new environment
(for instance, the sample rate to process audio is different than it was) and
then re-initialize the audio unit when those changes have been applied.
I am still new to all these CoreAudio concepts so I am not sure if this is the right way but when I don't recreate the audio chain, there is no sound anymore after the switch of input/output.
SimplyCoreAudio is instantiate at the launch of the App and I keep a strong reference to it inside a class like this:
My Project is running on Mac OS Catalyst on Mac OS Ventura. If you need more information please tell me, I would be very glad to get some help on this issue I'm facing, thank you!
The text was updated successfully, but these errors were encountered: