Ah, I wasn’t aware that I had to remove the background thread it in its entirety before doing offline rendering (I was simply stopping the background thread) - my system definitely works better now. 8)
That is indeed what I am doing.
I’m not sure I understand exactly, but my wrapping processor’s prepareToPlay method simply calls my AudioTransportSource’s prepareToPlay method (perhaps it was assumed I was calling the transport::prepareToPlay() elsewhere?).
And so, even with fixes related to the thread, I’m not quite certain why the rendered sound file isn’t identical to the original file, even when the same specs are used for both (ie: bit-depth and sampling rate). I’ve attempted in using various buffer sizes, but still to no avail.
I can’t really post code, but maybe someone can enlighten me by listening to the generated sound file: [original] and [rendered offline] (Warning: loud, distorted (undesirably and unintentionally) and is looped to create a 5 second long file).