I know very little about the AUGraph as I never use it (almost always
just AU's directly), but here are a few things to consider:
AudioUnitRender() is not thread safe, since it probably assumes it can
only be called on the audio thread and therefore it shouldn't bother
with thread safety in general. At the same time changing
parameters/attributes of an AU *is* safe, i.e. the AU will pick up the
changes in a safe manner some time during one of the next rendering
I have a suspicion though that you should not be calling
AudioUnitRender() if you have a graph. The whole point of the graph is
that it will handle the rendering chain for you once you call
AUGraphStart(). Which means you may be using your graph incorrectly,
or you might not need it at all.
Finally, modifying the graph (adding/removing nodes) while playing
audio is safe according to the documentation.
Hope this helps a little,
On 20 September 2016 at 13:28, Benjamin Federer <benja...@boinx.com> wrote:
> Hello again,
> since no-one commented on this I dare to interpret this as a) no-one knows or
> b) it is simply too obvious that the AUGraph API is the only thread-safe API
> dealing with audio units. Following either case I will treat
> AudioUnitRender() as unsafe.
>> Am 15.09.2016 um 13:24 schrieb Benjamin Federer <benja...@boinx.com>:
>> Hello everyone,
>> I manage a couple of audio units in an AUGraph but pull the graph by calling
>> AudioUnitRender() on the head node’s audio unit. Am I correct in assuming
>> that calling AudioUnitRender() on any node’s audio unit is not thread safe
>> if AUGraph API is being called on the same node, like AUGraphRemoveNode()?
>> In case I am wrong, (how) is the AUGraph aware of any AudioUnitRender()
>> calls made to its nodes? Or is the audio unit taking locks internally?
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