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Tested with https://github.com/migueldeicaza/MonoTouch.AudioUnit/blob/master/MonoTouch_AudioUnit_PlayingSoundMemoryBased/ExtAudioBufferPlayer.cs
Ran with Alpha channel.
There was a minor change needed to get this to compile.
Using the latest alpha (did not try earlier versions) and the following patch (to compile) I have no issue with Stop (or Play) trying the Monotouch_AudioUnit_PlayingSoundMemoryBased.sln on both the iOS simulator and on devices (tried on iPad3).
Can you confirm or elaborate on how to reproduce the issue ?
diff --git a/MonoTouch_AudioUnit_PlayingSoundMemoryBased/ExtAudioBufferPlayer.cs b/MonoTouch_AudioUnit_PlayingSoundMemoryBased/ExtAudioBufferPlayer.cs
index 8a23fc6..89d83e7 100755
@@ -159,7 +159,7 @@ namespace Monotouch_AudioUnit_PlayingSoundMemoryBased
_audioComponent = AudioComponent.FindComponent(AudioTypeOutput.Remote);
// creating an audio unit instance
- _audioUnit = AudioUnit.CreateInstance(_audioComponent);
+ _audioUnit = new AudioUnit (_audioComponent);
// setting audio format
Seems to be fixed now.
That was the only thing I changed as well.
For what it's worth the audio also looped when Stop() wasn't working.
From a quick look at the repository history I do not see a recent change that could have caused this.
Please re-open if this occurs (randomly?) again and make sure to paste all the product versions used (you can get them from MD about dialog) and the version of iOS used (simulator and/or devices).