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gmane.comp.audio.supercollider.devel |
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<CAE4Uai-Q8nW_5E6u7W_6YEnwzub4MjksQeqj7JovwaEjFy8rbw@mail.gmail.com> |
Hi Alejandro, thanks for trying it. Could you describe what you are doing
and your OS version?
Also please make sure you try the latest version of this branch:
https://github.com/g-roma/supercollider/tree/topic/supercolliderau-update
(note it was updated a couple weeks ago)
This supports using the server inside an AU hosts. It also works for
standalone plugins, but I have still not pushed the update for the
AudioUnitBuilder quark. I have seen the errors you describe when auval is
run in 32-bit mode, which is not supported. Try using auvaltool directly (I
have seen some machine where auval calls auvaltool in 32bit).
I have plans for moving the project forward, but for the moment my priority
is restoring functionality. So far it works for me on El Capitan and Sierra.
best,
gerard
2018-02-26 8:24 GMT+00:00 <[email protected]>:
> This a great effort Gerard!
>
> Though, I haven't been able to compile any example I hope this will move
> forward.
>
> I can produce the component file but the auval procedure gives an error:
> ERROR: Cannot get Component's Name strings
> ERROR: Error from retrieving Component Version: -50
>
> It will be great to recover the function to create Audio Units. It makes
> easier to share the work done within sc and make it more interactive with
> other platforms.
> There was also at some point a bit of enthusiasm on the release of the VST
> licensing that make some sparkling eyes but I am sure it will require
> bigger efforts before we will see some utility.
>
> Not for comparison of course but I just run the Juce-Gen-Max example for
> producing VST and it did work (grrrr again)
>
> Since I am not a developer and I am here more as a follower/supporter I
> tough I could through an Idea based on past experiences: "Fund raising"
> I believe many sc-users will be happy to contribute for paying a developer
> to get us the chance to write again AU or VST from native supercollider
> language.
>
> What do you think? Am I dreaming too much?
>
> Best regards,
>
> Alejandro
>
>
>
>
> On 22 Dec 2017, at 19.06, [email protected] wrote:
>
> So this seems to fix it for starting new instances:
>
> if (!gAsioThread.joinable()){
> SC_Thread asioThread (&asioFunction);
> gAsioThread = std::move(asioThread);
> }
>
> However the host will still crash when exiting after allocating more than
> one instance, so I'll keep beating it...
>
> thanks
>
> gerard
>
>
> 2017-12-22 17:30 GMT+01:00 <[email protected]>:
>
>> > I think it would not work otherwise, I could try duplicating it but it
>> would look ugly.
>>
>> All right! Not very familiar with what you're doing so I just wanted to
>> make sure.
>>
>> On Fri, Dec 22, 2017 at 10:28 AM, <[email protected]> wrote:
>>
>>> Is it absolutely necessary for you to call World_New multiple times?
>>>>
>>> I think it would not work otherwise, I could try duplicating it but it
>>> would look ugly.
>>>
>>>
>>>> Perhaps we could alter this code to avoid constructing a new asio
>>>> thread if one is currently running (i.e., `if (gAsioThread &&
>>>> gAsioThread.joinable())`). Maybe try that out and see if you run into any
>>>> other issues.
>>>>
>>>
>>> yes I was looking for some form of that that the compiler will like ;)
>>>
>>> best,
>>>
>>> gerard
>>>
>>>
>>>
>>>
>>>
>>>>
>>>> -Brian
>>>>
>>>>
>>>> On Fri, Dec 22, 2017 at 9:59 AM, <[email protected]> wrote:
>>>>
>>>>>
>>>>>
>>>>>> Having you tried determining the cause and location of the crash with
>>>>>> a debugger?
>>>>>>
>>>>>
>>>>> I did not think I'd have to go that far ;P
>>>>> OK so I did now, the crash happens at
>>>>> https://github.com/supercollider/supercollider/blob/develop/
>>>>> server/scsynth/SC_ComPort.cpp#L478
>>>>> Not that I am very familiar with the move constructor, but my guess is
>>>>> that since gAsioThread already holds one thread it will terminate it before
>>>>> getting the new one.
>>>>>
>>>>> best,
>>>>>
>>>>> gerard
>>>>>
>>>>>
>>>>>>
>>>>>> -Brian
>>>>>>
>>>>>> On Fri, Dec 22, 2017 at 6:42 AM <[email protected]> wrote:
>>>>>>
>>>>>>> Hi all, I am trying to bring SuperColliderAU back to life with
>>>>>>> current SC.
>>>>>>> So far I have a version that works but only for one plugin instance.
>>>>>>> As long as I instantiate another plugin, the host crashes at World_New,
>>>>>>> where the asio thread is created (SC_World.cpp:475).
>>>>>>> Successive instantiations (as done e.g. by auval) work as long as
>>>>>>> the instance has been destroyed before starting a new one.
>>>>>>>
>>>>>>> Since I'm not familiar with boost.asio, any pointers would be much
>>>>>>> appreciated. My main question is whether it is still safe to call World_New
>>>>>>> from multiple threads. In that case I wonder whether it could be anything
>>>>>>> in my own code that is creating the trouble...
>>>>>>>
>>>>>>> Here's my fork, most of the relevant code is at SCProcess:
>>>>>>> https://github.com/g-roma/supercollider/blob/develop/platfor
>>>>>>> m/mac/SuperColliderAU/Source/SCProcess.cpp
>>>>>>>
>>>>>>> Any idea?
>>>>>>>
>>>>>>> best,
>>>>>>>
>>>>>>> gerard
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
>