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https://github.com/kyleneideck/BackgroundMusic
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5a657a01a6
It turns out that the HAL will sometimes call BGM_Driver::StartIO before sending kAudioDevicePropertyDeviceIsRunning to BGMPlayThrough. In that case, BGMApp would start playthrough and tell BGMDriver to return from StartIO immediately, which meant we would drop the initial frames while the output device started up. So now BGMApp waits for the output device in that case as well. Fixes #7. |
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BGM_TestUtils.h | ||
BGM_Types.h | ||
BGM_Utils.cpp | ||
BGM_Utils.h | ||
BGMXPCProtocols.h |