Dealing with recalls

Since AgsAudio is your entry point to do sound processing there are some useful functions to set it up, but later on them. Instances of AgsRecallAudio base object may be added or removed with void ags_audio_add_recall(AgsAudio*, GObject*, gboolean) and void ags_audio_remove_recall(AgsAudio*, GObject*, gboolean).

You can initialize the sound processing tree with AgsRecallID* ags_audio_recursive_play_init(AgsAudio, gint, gboolean, gboolean, gboolean, gboolean, AgsRecallID*). This invokes successive void ags_audio_init_recall(AgsAudio*, gint, AgsRecallID*), void ags_channel_init_recall(AgsAudio*, gint, AgsRecallID*) and related within your tree.

The following signals are triggered during playback ::play, ::tact and ::done - ::cancel and ::remove during termination.