I have a multi-window app. Additional scenes can be properly created from the dock, although I'm not able to create a new scene programmatically via requestSceneSessionActivation.
I get the following error: Open window errror: The operation couldn’t be completed. the host declined to create a scene.
Any thoughts?
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I've a music app for Mac, almost complete, supposed to be distributed trough the Mac AppStore. It has and Audio Unit extension (sandboxed), that it is correctly instantiated from Logic and other DAWs. The container app itself however, when sandboxed, it's incapable of loading any third party Audio Units, not even its embedded one.
Removing the sandbox from the container app, everything works as expected.
Are sandboxed Mac apps prevented to load Audio Units? If this is the case (quite odd), my only solution is to distribute my app outside the Mac AppStore.
Is there something I'm missing? Any advice?
Thanks
Im trying to figure out how to embed third party AUs in my AU, specifically MIDI Instruments. Hosting other AUs is trivial, what seems much more complex is to act as a Instrument passthrough. Any hint?best
Basically what I have is a wrapper for AU2/AU3 components.For the standalone app everything works fine with internal AU Components (as AUSampler). In order to make it load third party components (mostrly v2), sandboxing is disabled, so no Mac App Store - unfortunate but expected.The problem is with its embedded Audio Unit Extension. Disabling the sandbox makes it unrecognizable from GB, Logic and other AU Hosts.So, are Audio Unit Extensions intended for App Store only?
HiI'm trying the AUV3Host sample project in order to better understand how to implement an AU host app.Third party plugins (effects and instruments) are populated but, once selected, AUAudioUnit is not instantiated and throws the following error:/Library/Audio/Plug-Ins/Components/LABS.component/Contents/MacOS/LABS:
code signature in (/Library/Audio/Plug-Ins/Components/LABS.component/Contents/MacOS/LABS)
not valid for use in process using Library Validation:
mapped file has no Team ID and is not a platform binary (signed with custom identity or adhoc?))All of the third party plugins give me the same result. Any hint? Thx