You should only call init and play on the output device once. After that, just call AddSamples on the bufferedWaveprovider whenever you have new audio to play.
Also, make sure BufferedWaveProvider.PadwithZeroes is set to true which means that the Read method never returns 0, which would cause playback to stop if no audio was queued up.
Mark
Also, make sure BufferedWaveProvider.PadwithZeroes is set to true which means that the Read method never returns 0, which would cause playback to stop if no audio was queued up.
Mark