Hi,
I've recently got CocosDenshion (2.0 from recent svn, running on cocos2d 0.8 svn as of yesterday) integrated into my app using the CDSoundEngine to play multiple samples based on the drum pad demo, and thats been working great (thanks very much Steve!).
I'm now trying to add a recording feature using Audio Queue, based on the tutorials from http://trailsinthesand.com/exploring-iphone-audio-part-1/. I can get it working fine if I don't load the audio manager (commenting out [CDAudioManager initAsynchronously:...] from the app delegate).
But I can't get the recording to work on the handset with CocosDenshion loaded. Audio Queue init's fine, it just won't stay running (some issue with AudioQueueEnqueueBuffer it seems).
On the simulator its even stranger, as its the opposite way round, but I'm only really worried about the device right now.
Is it possible to have both sound engines/interfaces running at the same time? Or is it possible to totally unload CocosDenshion whilst I run the other (I've seen in other posts you say its not a good idea, but maybe I could live with the leaks if their small)
I feel I'm getting in way over my head now, after spending hours trying to debug this, and seemingly going round in circles :-/