public void InitializeAUGraph ()
		{
			Debug.Print ("Initialize");

			LoadFiles ();

			graph = new AUGraph ();

			// create two AudioComponentDescriptions for the AUs we want in the graph

			// output unit
			var outputNode = graph.AddNode (AudioComponentDescription.CreateOutput (AudioTypeOutput.Remote));

			// mixer node
			var mixerNode = graph.AddNode (AudioComponentDescription.CreateMixer (AudioTypeMixer.MultiChannel));

			// connect a node's output to a node's input
			if (graph.ConnnectNodeInput (mixerNode, 0, outputNode, 0) != AUGraphError.OK)
				throw new ApplicationException ();

			// open the graph AudioUnits are open but not initialized (no resource allocation occurs here)
			if (graph.TryOpen () != 0)
				throw new ApplicationException ();

			mixer = graph.GetNodeInfo (mixerNode);

			// set bus count
			const uint numbuses = 2;

			Debug.Print ("Set input bus count {0}", numbuses);

			if (mixer.SetElementCount (AudioUnitScopeType.Input, numbuses) != AudioUnitStatus.OK)
				throw new ApplicationException ();

			AudioStreamBasicDescription desc;

			for (uint i = 0; i < numbuses; ++i) {
				// setup render callback
				if (graph.SetNodeInputCallback (mixerNode, i, HandleRenderDelegate) != AUGraphError.OK)
					throw new ApplicationException ();

				// set input stream format to what we want
				desc = mixer.GetAudioFormat (AudioUnitScopeType.Input, i);
				//desc.ChangeNumberChannels(2, false);
				desc.SampleRate = GraphSampleRate;

				mixer.SetAudioFormat (desc, AudioUnitScopeType.Input, i);
			}

			// set output stream format to what we want
			desc = mixer.GetAudioFormat (AudioUnitScopeType.Output);

			//desc.ChangeNumberChannels(2, false);
			desc.SampleRate = GraphSampleRate;

			mixer.SetAudioFormat (desc, AudioUnitScopeType.Output);

			// now that we've set everything up we can initialize the graph, this will also validate the connections
			if (graph.Initialize () != AUGraphError.OK)
				throw new ApplicationException ();
		}