Cannot get OwnAudio to function at all - "OwnAudio ERROR: Audio engine is not initialized." #4
johnwelter
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Hello!
I'm attempting to include OwnAudioSharp in my own project to handle audio synth generation, but I started running into a bug - I'd hit an exception anytime I tried to get the SourceManager instance after running OwnAudio.Initialize():
I always receive the exception "OwnAudio ERROR: Audio engine is not initialized.", no matter what - I tried adding a library path, no difference.
I figured I'd try downloading the OwnAudioSharpDemo repository as well to run the example OwnaAvalonia project to see if it worked, but I ran into the exact same exception. I'm not sure what I'm missing here, everything in the documentation seems to suggest this should work out of the box
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