The actual refresh rate is unaffected at a verified 60FPS with a
CADisplayLink.  The little demo I made is drawing just two triangles with
10-15% CPU. It is only the touch that is not being updated, when I animate
programmatically there is no lag at all even with unrelated touch tracking
happening simultaneously.  I think that somehow the MusicPlayer framework
causes the thread that tracks touch (which I had assumed was the main
thread) to wait on the audio render cycle.  What's interesting is that the
main thread doesn't get blocked, only the updating of touch events.  I know
that AUGraph (which is utilized by a MusicSequence by default) can block,
but I don't know if that's what's happening.

Dave

On Thu, Feb 19, 2015 at 1:04 PM, Steven Clark <[email protected]>
wrote:

>  If you have limitless CPU cycles then it would be a weird interaction.
> It sounds very very much like the sort of behavior you get if there aren’t
> enough CPU cycles for everything, and the system is optimized for something
> other than what you’re trying to do.
>
>
>
> I had serious trouble with an iOS app that needed to track finger movement
> and display video at the same time.  It appears that iOS prioritizes
> tracking movement over anything else (at least, anything else that the app
> was doing).  The video got really choppy etc. whenever you’d move your
> finger, and clear up immediately when you move your finger away.  I found
> that the tracking loop was running as fast as it could, at the expense of
> all other computation.  (The system is optimized for visual user
> interaction responsiveness.)  I solved the problem by having my tracking
> routine do nothing and return immediately something like 4 times out of 5.
> Response to finger movement was slightly affected negatively, but video was
> substantially improved.  I might have solved it by increasing the priority
> of the video processing thread, but that would have involved screwing
> around with Mach thread prioritization and hoping the app would still be
> approved by Apple for iTunes.
>
>
>
> Steven J. Clark
>
> VGo Communications
>
>
>
> *From:* [email protected]
> [mailto:[email protected]] *On
> Behalf Of *Dave O'Neill
> *Sent:* Thursday, February 19, 2015 3:21 PM
> *To:* Ian Kemmish
> *Cc:* [email protected]
> *Subject:* Re: MusicPlayer with OpenGL interfere with UIGestureRecognizer
>
>
>
> Really what I'm trying get to the bottom of, bug or no bug,  is how can
> these three seemingly unrelated api conflict?
>
> On Thursday, February 19, 2015, Ian Kemmish <[email protected]>
> wrote:
>
>
> On 18 Feb 2015, at 17:00, "Dave O'Neill" <[email protected]> wrote:
>
> > Once you see it being choppy press the play/stop button and see how
> > the choppiness stops.  Weirdest bug ever.
>
> Unless the gesture recognition software you're using is documented as
> making guarantees about latency, then it's not a bug.  It's life.
>
>
> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
> Ian Kemmish                     18 Durham Close, Biggleswade, Beds SG18 8HZ
> [email protected]        Tel: +44 1767 601361     Mob: +44 7952
> 854387
> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>
>
>
>
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