Thanks for checking into this Thomas!  Looking forward to more from Boulanger Labs soon.

Aure

On Wednesday, October 17, 2012 at 3:12 PM, Thomas Hass wrote:

Hi Aure,

I'm the lead developer for Boulanger Labs.  I just tested this and had no problems on my iPad 3 running iOS 6, but I got the same behavior as you did in the simulator.  Very strange.

The simulator has made a lot of advances, but it has always been unreliable for non-trivial apps.

-Thomas Hass

On Wed, Oct 17, 2012 at 2:14 AM, Aurelius Prochazka <aure@aure.com> wrote:
Hi,

I have found that if I run any of the examples (or at least all the ones I tested) included with Csound-for-iOS, the audio will eventually die around 4 minutes and 15 seconds in.  For example:

Button Test: Buttons stop generating sounds around 4:15
AudioInTest (Ping Pong Delay)t: Sound processing stops around 4:15
Audio File Test: Playback keeps getting worse and worse quality until nothing is produced around 4:15 
Csound Haiku: Stops abruptly around 4:15
MultiTouchXY: Stops responding to touch after about 4:15

Usually once the sounds have stopped you can't get any other examples running without restarting the app. The only significance I could see with 4:15 is that it is 255 seconds. :)  I've only tested on the simulator so far, perhaps it is a limitation of the simulator since I know that Boulanger Labs' CsGrain stays active for longer than this amount of time.  Or perhaps the Boulanger Labs programmers solved this problem and the fix hasn't made its way back to the examples.  Any ideas?

Thanks,
Aure