I’m totally bogged down at the moment, so if you had a chance that would be great. I could then just follow your lead with any other examples that use samples.
So do you think the use of CsoundCopyTableIn() will address the memory problems?
Also, we should really find a way of stopping Unity from crashing each time Csound presents a problem. In Cabbage I run a simple command line program in a separate thread before I start execution of Csound in Cabbage. A problem in the test run will stop Cabbage from trying to run the instrument. It’s not 100% perfect, but better than an entire session being ripped down. Do you think something like this might work? Tables seems to be the biggest culprit of crashes. I would hate for any designers to lose their work because of crashes in Csound…