if i remember correctly, that sends audio from one device to another? 
and there’s no compensation in that code for clock drift?

i would instead use an aggregate device (created in Audio MIDI Setup, or you 
can do it programmatically with a little pain)
with both devices, enabling drift correction.  then copy one to the other in 
the single i/o callback.

-m


> On Apr 18, 2019, at 1:40 AM, Chris Jones <[email protected]> wrote:
> 
> 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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