Comments (2)
I'm not sure the actual issue is with fetching all the system devices, but I believe it's in the CacheDevice
method, where it's trying to do way too much work.
This constructor is doing far too much, and is really inefficient, in hindsight the work should probably be done during an initialization phase.
Either way, I think the correct solution is to fix the CacheDevice (and probably the AudioDevice constructor)
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seeing similar delay
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Related Issues (20)
- NullReferenceException triggered from other process HOT 10
- OutOfMemoryException HOT 5
- hotkey to cycle the audio devices
- How to check for disconnected devices? HOT 7
- Remote desktop connection causes memory overflow?
- Add support for Enabling/Disabling Audio Devices HOT 1
- Is possible to make +100% volume? HOT 1
- Changing CoreAudio Name property HOT 5
- Setting default audio device return s false HOT 6
- CoreAudioController not working HOT 1
- When can we expect a new realease? HOT 3
- CoreAudioController constructor results in method access exception - Unity3D HOT 1
- Error with Activator.CreateInstance() Type.GetTypeFromCLSID(new Guid(ComInterfaceIds.DEVICE_ENUMERATOR_CID)); HOT 1
- CoreAudio 3.0.1 depends on AudioApi 3.0.0-beta5 in Nuget HOT 3
- System.Windows.Forms.Control.CreateHandle error at launch
- Any chance of a new release? HOT 2
- Allow loading properties for NotPresent devices HOT 2
- Some audio sessions don't showing
- Creates lots of Tasks that don't go away HOT 4
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