I’m having a conflict when trying to turn on both the ofxALSoundPlayer and the ofSoundStreamSetup() function.
As is probably pretty obvious, i would like to play samples while at the same time receive audioInput. While the problems seem to concern turning on the SoundEngine, the funny thing is that I can get audioInput, audioOutput AND the ofxALSoundPlayer working fine when running in the simulator. It’s when I pass back over to the iPhone that soundInput breaks, as apparently the audioReceived() function isn’t called. Everything else runs fine: OpenAL samples, and even direct audio output via audioRequested().
Any ideas?