When I unmask floating point exceptions in my application, and switch from DirectSound to the Windows Audio AudioDevice, I get a divide by zero:
oid AudioDeviceManager::audioDeviceIOCallbackInt (const float** inputChannelData,
int numInputChannels,
float** outputChannelData,
int numOutputChannels,
int numSamples)
{
const ScopedLock sl (audioCallbackLock);
if (inputLevelMeasurementEnabledCount > 0)
{
for (int j = 0; j < numSamples; ++j)
{
float s = 0;
for (int i = 0; i < numInputChannels; ++i)
s += std::abs (inputChannelData[i][j]);
s /= numInputChannels; // DIVIDE BY ZERO
numInputChannels is zero, since I have no input devices.