Hey folks I'm experimenting with the old CAPlayThrough example code and I'm hitting a situation I don't understand yet.
Over a period of about an hour on my 4GHz i7 iMac, the audio being played-through gets more and more delayed. Initial latency looks to be about 150ms and grows up to about 500ms at which point it decays into digital noise and then goes silent (the latter I believe being CoreAudio discarding my late data). Other than converting some of the C++ objects to ObjC, I don't think I've diverged significantly from the original code, but it's hard to compare the running performance because the CAPlayThrough sample doesn't really build anymore. I've been careful to avoid making ObjC method calls in the callbacks (there's one, but it's only called before data starts flowing) and data accessed from the ObjC objects is all done via ivars. I'm happy to post the code, if someone would like to have a look at it, or I'd be very grateful for some pointers on what I might be doing wrong. -- Cheers, Chris
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