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Fix soundcard usage optimization for iOS: after a conference call the AudioUnit wasn't released, which was causing next call to have no audio.
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2 changed files with 5 additions and 1 deletions
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@ -664,8 +664,10 @@ void LocalConference::onCallTerminating(LinphoneCall *call) {
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convertConferenceToCall();
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}
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if (remote_count==0){
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if (m_localParticipantStream)
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if (m_localParticipantStream){
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removeLocalEndpoint();
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linphone_core_soundcard_hint_check(m_core);
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}
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if (m_recordEndpoint){
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ms_audio_conference_remove_member(m_conf, m_recordEndpoint);
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ms_audio_endpoint_destroy(m_recordEndpoint);
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@ -6342,6 +6342,8 @@ void linphone_core_soundcard_hint_check( LinphoneCore* lc){
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bool_t use_rtp_io = lp_config_get_int(lc->config, "sound", "rtp_io", FALSE);
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bool_t use_rtp_io_enable_local_output = lp_config_get_int(lc->config, "sound", "rtp_io_enable_local_output", FALSE);
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if (lc->conf_ctx && linphone_conference_get_size(lc->conf_ctx) >= 1) return;
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/* check if the remaining calls are paused */
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while( the_calls ){
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call = reinterpret_cast<LinphoneCall *>(the_calls->data);
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